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Published by alexord105, 2022-11-15 01:52:41

Siegeball Sourcebook

Siegeball Sourcebook

Keywords: Siegeball Sourcebook,Siegeball,DnD,D&D,Mage Hand Press

Table of Contents

Chapter 1: The Game ............................................................................................................................................ 1
Quick Rules ...................................................................................................................................................... 1
Degrees of Rules ............................................................................................................................................2
Other Actions ................................................................................................................................................. 3

Chapter 2: Character Options ..........................................................................................................................4
Archetypes........................................................................................................................................................4
Feats .................................................................................................................................................................. 7

Chapter 3: Equipment..........................................................................................................................................9
Armor ................................................................................................................................................................9
Weapons.......................................................................................................................................................... 10
Magic Items .....................................................................................................................................................11

Chapter 4: Tournaments .................................................................................................................................. 12
Chapter 5: Arenas............................................................................................................................................... 12

Example Arenas ............................................................................................................................................. 17
Variant Arena Rules.....................................................................................................................................22
Chapter 6: Teams ................................................................................................................................................ 23
Example Teams ............................................................................................................................................... 25
Appendix: Game Twists ...................................................................................................................................... 33

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not
Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and
trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Mage Hand Press game product are Open Game
Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game
Content may be reproduced in any form without written permission.
Siegeball Sourcebook is published by Mage Hand Press under the Open Game License version 1.0a. Copyright 2018 Mage Hand Press. All Rights Reserved

Chapter 1: The Game 1

Quick Rules

People in every campaign world need some form of
recreational past time, apart from killing monsters and
going on quests, of course. Siegeball, a fantasy sport which
originated on the /tg/ forums for 3.5 edition, is a perfect fit.
It's fun, violent, complements all kinds of characters, and
makes clever use of existing game mechanics.

The Game

Siegeball is a game played between two teams of five
players each. Each team has a tower to defend from the
other team. Players can't attack the towers directly,
however. Instead, there is a single ball which can be used to
knock the towers down. A team loses when their tower falls.

The Arena

The game is played in a walled rectangular arena.
Normally, this arena is 125 feet long by 45 feet wide (25
squares by 9 squares), though arenas of all sizes and shapes
exist. Each team's tower, a 5-foot diameter pillar made of
wood or loose stone, is set up 15 feet from each end of the
arena lengthwise. Towers have 15 hit points and can only
be damaged by the impact of the ball.

At higher tiers of play, the tower has more hit points,
increasing by 20 hit points when the players reach 5th level
(35), 11th level (55), and 17th level (75).

The Ball

Central to the game of siegeball is the ball, an especially
dense sphere of solid rubber or wrapped leather that is
pursued by the players. The ball is astoundingly heavy, and
players move it by attacking it. Though in some places,
players strike the ball with their hands or fists, usually
players are given bats, or even more powerful melee
weapons, like warhammers and mauls.

The ball has an AC of 8 and a pool of Momentum
Points, which determine how fast it's moving.

Attacking the Ball. When you attack the ball, you can
choose to hit it in one of the eight cardinal directions. The
ball is immune to poison and psychic damage. On a hit, the
ball gains a number of momentum points equal to half the
damage dealt to it, rounded down. The ball moves five feet
in the chosen direction for each momentum point it has. As
it moves, the ball subtracts one momentum point for each
five feet it moves until it stops. The ball can collide with
wall, objects, or towers.

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Colliding with a Wall. If the ball collides with a wall, it mainstream arenas, which are funded by kings or other
bounces off at an angle corresponding to its direction and nobility, and thus impose fairly civilized rules.
continues to move until it stops.
The following are some general types of restrictions that
Colliding with a Player. If you are not prone, you can might be imposed on a game:
use your reaction to hit the ball if it collides with you. To
do so, make an attack roll targeting the ball. While moving, Everything Goes. Magic, deadly weapons, direct attacks
the ball has a bonus to its AC equal to its current on players, and even murder is all allowed in this game.
momentum points. On a hit, roll damage as normal, remove Arenas that play with these rules are typically deemed
the ball's current momentum points, and send it in a new Blood Arenas by spectators, and their players (which are
direction. If you miss, the ball hits you, and you take paid handsomely for surviving) are more like gladiators
damage equal to the ball's current momentum points and than professional athletes. Expect these arenas in drow
are knocked prone. cities, and other evil locales.

If you do not use your reaction to stop the ball, it rolls Everything Goes (Limited). Magic and direct attacks on
past you. other players are allowed, but only conventional siegeball
weapons are allowed, and outright murder disqualifies a
Colliding with a Tower. If the ball collides with a tower, team. These rules are typically held in run-down arenas in
it deals damage to the tower equal to the ball's current less prosperous cities (where new siegeball teams might
momentum points and then stops. just get their start.)

Playing the Game All Weapons. Weapons of any variety can be used in
this game, up to and including massive warhammers and
The game begins with a tip-off in the center of the arena. A greatswords, but no magic of any sort is allowed. Attacks
player from each team makes an attack roll against the ball. against other players and illegal magic are penalized by
The player with the higher attack roll successfully attacks removing the offending players from the field. The entire
the ball. Players begin within 10 feet and 30 feet of the ball team is disqualified if its players are removed from the field
on their side of the arena. three times for breaking the rules, or if one of its players
outright kills a member of the other team.
Players act in initiative order. If preferable, the GM can
choose for the teams to take turns acting, instead of keeping This variant of the rules is similar to the conventional
track of the players individually. The game ends when a rules, but allows for spectacular and dangerous weapons
tower is reduced to 0 hit points. (and, of course, more deadly "accidents"). Particularly
ravenous crowds flock to these games for the fleeting
Siegeball is a widely-played sport and the exact rules chance of watching blood being spilled.
and standards change wherever the game is played. The
only concrete rule of siegeball is not to attack your Limited Magic. Some spells, specifically those which do
opponent's tower directly. In most arenas, using magic and not directly deal damage to members of the other team, are
attacking players directly are also considered cheating allowed. At least one player on each team is encouraged to
(though this doesn't stop some witches and wizards from know the spells dispel magic and counterspell. Attacks
influencing the games anyway). However, other behaviors, against other players and illegal magic are penalized by
like shoving opposing players or kicking dirt into their removing the offending players from the field. The entire
eyes, is tolerated and sometimes even encouraged. team is disqualified if its players are removed from the field
three times for breaking the rules, or if one of its players
In seedier games, siegeball is a violent, high-stakes outright kills a member of the other team. Teleporting
competition. with spellcasters on both sides attempting to another player mid-game across the continent, however, is
secretly fix the game for their side, while the players try to allowed.
disguise outright attacks on their opponents as legitimate
maneuvers. Bets on siegeball games range from a few These rules are more common where magic is viewed
silver pieces to bags of gold, and games are particularly more favorably as a civilized art, rather than as the trickery
cut-throat when fortunes are on the line. of elves and witches. Though the spectators might seem
more refined at first glance, they are just as ravenous for
Degrees of Rules the blood and conflict of a good siegeball game.

Different siegeball arenas impose different restrictions on Conventional. Only conventional siegeball weapons are
the games they hold, ranging from so-called underground allowed in this game, and all magic is disallowed. Attacks
arenas, where blood is more important than sport, to the against other players and illegal magic are penalized by
removing the offending players from the field. The entire
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team is disqualified if its players are removed from the field games, any arcana is paramount to cheating. When you cast
three times for breaking the rules, or if one of its players a spell in an arena that doesn't allow magic, you can make a
outright kills a member of the other team. Dexterity (Stealth) check or a Charisma (Deception) check,
contested by the referee's passive Perception score. This
This is the dominant system of rules for the game, roll has advantage if the target is within 5 feet of you, the
practiced in the most prominent siegeball arenas. effect of the spell doesn't include any large audio or visual
cues (like certain illusion spells, or spells like gust of wind),
Other Actions or the spell is cast with the sorcerer's Subtle Spell
Metamagic. It has disadvantage if the target of the spell is
In addition to attacking, dodging, shoving, and dashing, more than 5 feet away from you, or if the effect of the spell
(and occasionally using an item forbidden by the referees), has obvious audio or visual effects. On a success, you cast
there are a few special actions that players of a siegeball the spell without consequence. On a failure, you are
game might take. removed from the game for the following round, and
reenter the game on a side of the arena near your tower.
Attack a Player (Illegally). In the most disreputable
games, direct assaults on other players are not only Inborn magical abilities like a dragonborn's Breath
allowed, they’re encouraged. In most games, however, an Weapon may or may not count as magic, at the referee's
attack can only be made when the referee isn't looking. discretion.
When you make an attack on a creature in an arena that
doesn't allow direct attacks, make a Dexterity (Stealth) Follow. When you take this action, choose a creature
check or a Charisma (Deception) check, contested by the you can see within 10 feet of you. When that creature
referee's passive Perception score (usually 14). On a moves, you attempt to follow behind it, moving up to your
success, you attack the player without consequence. On a base speed, while remaining the same distance between
failure, you are removed from the game for the following yourself and the lead creature for the entire duration of the
round, and reenter the game on a side of the arena near movement.
your tower.
Retire. When you take this action, you remove yourself
Shove actions do not incur a penalty. from the field and sit out the rest of the game. This may be
Block. You dig in your heels and hold your ground. You useful to free yourself from danger, but you can no longer
have advantage on any ability check or saving throw you help your team. You can use this action to retire an
make to resist being moved against your will, and you can unconscious player within 5 feet of you.
use your reaction to attack any ball that moves within 5 feet
of you. Additionally, if the ball is within 5 feet of you, Tackle. Performing a tackle is a special variant of
creatures you choose have disadvantage on attack rolls shoving a creature. You have advantage on a Strength
against it. (Athletics) check contested by the target’s Strength
Cast a Spell (Illegally). In very high society (especially (Athletics) or Dexterity (Acrobatics) check (the target
elven society) certain types of more civilized magic might chooses the ability to use). On a success, you and the target
be allowed in siegeball games, but the vast majority of are knocked prone in the target's space.

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Chapter 2: Chapter Options

― Archetypes ― Flare

Siegeball players are cut from every cloth and can come Also at 3rd level, you make sure to always carry a number
from any walk of life. Some are ex-adventurers or ex- of signal flares on your person. These can be thrown up to
soldiers, who have turned their physical prowess to a 60 feet away as an action, causing a 20-foot radius sphere
(slightly) less violent pastime. Others are lifelong fans of around the point of impact to fill with smoke, which
the game, who aspire to fame and fortune in professional spreads around corners. The area is heavily obscured for 1
play. Others still have ulterior motives, engaging in minute, or until the smoke is dispersed by a moderate (at
siegeball games only to sell jax or to achieve a political least 10 miles per hour) wind.
goal with a team-owner.
You can carry a number of flares equal to your
These archetypes (for the barbarian, fighter, rogue, and Constitution modifier, and restock your expended flares
wizard, respectively) are tailor-fit for siegeball campaigns. when you complete a long rest.
However, characters of any class and race can participate in
siegeball, so feel free to experiment when putting a team Pick a Fight
together.
At 6th level, when you enter a rage, you can pick a fight
Primal Path with one creature you can see within 60 feet of you. For the
duration of the rage, that creature has disadvantage on
Rage burns in every barbarian’s heart, a furnace that drives attack rolls against any target other than you.
him or her toward greatness. Different barbarians attribute
their rage to different sources, however. For some, it is an Casual Attire
internal reservoir where pain, grief, and anger are forged
into a fury hard as steel. Others see it as a spiritual blessing, At 10th level, as long as you are not wearing armor, you
a gift of a totem animal. have advantage on any checks made to disguise yourself as
a member of a hostile group.
Path of the Die-Hard
Knee-Capper
For some people, siegeball is just a game. For others, it is a
way of life. For a select few, however, it is more than that: Also at 10th level, as a bonus action when you hit a
for the die-hards, siegeball is a religion. Every team's Medium or smaller creature while raging, you can strike its
fanbase has a small hard core of super fanatics―people so knees, halving its speed until the beginning of your next
utterly devoted to their team that they might fly into turn. Creatures that do not have knees or similar joints (or
berserker rages after seeing them lose. have more than two legs) are unaffected by this ability.
This attack does not add your Rage bonus damage to this
For a die-hard fan, the world is just one massive attack.
siegeball arena, which means that they are always ready for
explosive, violent action, particularly against die-hard Mob Mentality
supporters of rival teams!
By 14th level, it only takes you and a few other ultra-fans
Master Improviser to start a riot. While raging, friendly creatures you choose
within 5 feet of you can add your Rage bonus damage to
Starting at 3rd level, you are an expert in ripping up the their melee weapon attacks.
scenery and turning it into weaponry. You have proficiency
with all improvised weapons. When you wield an Martial Archetype
improvised weapon, its damage die is 1d8 if wielded in one
hand, 1d10 if wielded in two hands, and 1d6 if thrown as a Different fighters choose different approaches to perfecting
projectile. their fighting prowess. The martial archetype you choose to
emulate reflects your approach.
Furthermore, you can employ found objects as
improvised shields, which function exactly like normal Star Player
shields for you.
Prerequisite: Proficiency in Athletics

Some siegeball players are born to make it into the history
books. Thanks to tireless practice and exercise, they can
outrun, outlast, and outplay their competition consistently.

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Normally, a team only needs one archetypical star player to Additionally, you have advantage on saving throws you
have a historic season, since such a player can carry even a make against becoming exhausted.
mediocre to the highest rungs of a tournament. Though
these incredible athletes might find success in other areas, Legendary Feat
from dungeoneering to military service, they are most at
home in a siegeball arena, knocking down towers and At 3rd level, when you make a Strength check, saving
players alike. throw, or an attack roll with a melee weapon that you make
using Strength, you can reroll the die and must use the new
Undefeatable Athlete roll. Once you use this ability, you can't use it again until
you finish a long rest. Starting at 15th level, you can use
By 3rd level, your sporting prowess is legendary. You can this ability again when you finish a short or long rest.
add double your proficiency bonus to Strength (Athletics)
checks you make. World Renown

By 7th level, your athletic reputation precedes you
wherever you travel. You have advantage on Charisma

(Persuasion) checks you make against creatures that
have heard of your sporting history.

Well of Fortune

Starting at 10th level, you have 1 luck point, which
you can spend to gain advantage on an ability

check, attack roll, or saving throw. You can only
have one luck point at a time and regain your
luck point when you finish a long rest.
You can also regain your luck point by
saving up your luck from fortunate events.
When you score a critical hit on an attack
roll against a hostile creature, you can
choose to make it a normal hit and gain a
luck point instead. The attack still hits, but
does not deal critical damage.
Starting at 18th level, when you spend a
luck point on a roll, you can
treat the d20 roll as a 20.

Extraordinary
Athletics

Starting at 15th level, you can
consistently outperform your
opponents. Whenever you make a
Strength check, you can treat a d20 roll
of 9 or lower as a 10. Additionally, melee
weapon attacks that you make using Strength do
not automatically miss when you roll a 1.

Roguish Archetype

Rogues have many features in common, including their
emphasis on perfecting their skills, their precise and deadly
approach to combat, and their increasingly quick reflexes.
But different rogues steer those talents in varying
directions, embodied by the rogue archetypes. Your choice

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of archetype is a reflection of your focus—not necessarily Feinting Move
an indication of your chosen profession, but a description
of your preferred techniques. Starting at 13th level, your slippery positioning and sudden
shifts in direction can trip up even experienced opponents.
Dirty Player When you move, you can use your bonus action and use 10
feet of your movement to feint a creature within 10 feet of
Not everyone in siegeball plays fair. In fact, some players you. Choose one of the following effects:
are known for their propensity for rules breaking. When a
slide-tackle or direct attack goes unpunished, a player • That creature can't take reactions until the start of your
sneaks a shiv into a game, or some other disreputable act next turn.
gets past a referee's watch, you can be certain that the
offending player is a Dirty Player. Such players are valued • The next attack roll made against that creature by a
for their ability to bruise the opposing team, taking the creature other than yourself has advantage.
punishment for illegal plays while the rest of their team
profits off their misdeeds. Though dirty players are loathed • The creature has disadvantage on all Wisdom checks
by fans, they are nonetheless a vital part of the highest and and saving throws until the beginning of your next turn.
lowest levels of strategy in the game.
Low Blow
Unsporting Action
At 17th level, whenever you hit a Large or smaller creature
Starting when you choose this archetype at 3rd level, you with a Sneak Attack, you can knock the target prone.
can use your bonus action to take the Block or Follow
action, or to attempt to Tackle a creature of Medium size or Arcane Tradition
smaller. These actions are detailed in the Other Actions
section. The study of wizardry is ancient, stretching back to the
earliest mortal discoveries of magic. It is firmly established
Subtle Strike in the worlds of D&D, with various traditions dedicated to
its complex study. The most common arcane traditions in
Also at 3rd level, you've mastered the skill of harming the multiverse revolve around the schools of magic.
someone in plain sight. When you make a melee Sneak Wizards through the ages have cataloged thousands of
Attack against a creature, you can forfeit your additional spells, grouping them into categories called schools. In
damage to completely conceal the attack. Creatures more some places, these traditions are literally schools; a wizard
than 5 feet away from the target merely see you draw close might study at the School of Illusion while another studies
to the target―they do not see your weapon, an attack, or across town at the School of Enchantment. In other
immediate evidence of the attack. institutions, the schools are more like academic
departments, with rival faculties competing for students and
In a siegeball game, you can use a Subtle Strike to funding. Even wizards who train apprentices in the solitude
automatically succeed on the Dexterity (Stealth) check of their own towers use the division of magic into schools
made to attack a player illegally. as a learning device, since the spells of each school require
mastery of different techniques.
Additionally, you can make Sneak Attacks with
unarmed strikes. School of Charade

Theatrical Dive Spellcasters are distrusted in almost as many places as
they're welcome. After all, it's hard to blame people for
By 9th level, you've mastered the art of exaggerating the being suspicious of those who can summon fire from their
blows you take. You can use your reaction when you take fingertips or animate the dead in their graves. Wizards who
damage to feign taking a mortal blow. You fall prone and adopt the School of Charade, therefore, use illusions and
make a Charisma (Deception) check, with advantage, enchantments to disguise their magic entirely, walking
contested by the Wisdom (Insight) check of each creature among others as if they were simple mundane folk. These
that sees you fall. If you succeed against a creature, that spellcasters can find success almost anywhere, disguising
creature believes that you have dropped to 0 hit points, and their magical talent as any number of other useful skills,
will act accordingly. from craftsmanship, to trade, and even to sports like
siegeball. Only in the direst circumstance to these wizards
In a siegeball game, this may result in a penalty to an drop their façade; the element of surprise is their greatest
opposing player. advantage.

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Furtive Spellcaster appropriate to the task depicted. Physical interaction with
the duplicate reveals it to be an illusion, however, because
Starting when you choose this school at 2nd level, you things can pass through it.
completely hide your wizardly nature. You gain proficiency
in Deception and you can add your Intelligence modifier, If the duplicate is spoken to, you can hear what is said to
instead of your Charisma modifier, to Charisma it and respond mentally; the duplicate speaks your response
(Deception) checks you make. aloud. You can also use your action to command the
duplicate to move around, but it disappears if it moves
You can disguise your spellbook and arcane focus as more than 30 feet from where it is created. This duplicate
other objects, if you choose. lasts for 8 hours, or until you dismiss it (no action
required.) Once you create a duplicate, you can't do so
Additionally, whenever a humanoid that does not know again until you finish a long rest.
you are a spellcaster makes a saving throw against a spell
that you cast, you can choose for it to gain disadvantage on Subtle Magic
the save. If you do so, the target knows that you are the
source of the spell. Once you use this ability, you can't use Starting at 10th level, you can cast any wizard spell without
it again until you finish a long rest. providing somatic components or verbal components (your
choice when you cast the spell).
Concealed Spell
Forgetting Glance
At 2nd level, you can suppress the visual effects of wizard
cantrips you cast. If a cantrip would have a visual By 14th level, you've mastered a technique to muddle the
manifestation, such as the spectral hand of a mage hand memories of those who have learned your arcane secret. As
cantrip or a fire bolt's mote of flame, it is instead rendered an action, you can glare at a creature you can see within 60
invisible. The effects of the spell on its environment, such feet of you who can also see you. This creature must make
as objects moved by mage hand or those set aflame by fire a Wisdom saving throw against your spell save DC. On a
bolt, are still visible. Other effects of the spells, such as the failed save, the target forgets the events of the last minute,
sound of their casting or creatures summoned by the effects and has disadvantage on attack rolls and ability checks on
of the spell, are unaffected. its next turn, owing to the vertigo of having one's memories
tempered with.
When you cast a spell in this way, you must still provide
material components, but somatic and verbal components Once you use this ability, you can’t use it again until
that you provide can be disguised. You can make a you finish a short or long rest.
Charisma (Deception) check, opposed by the Wisdom
(Perception) check of any creature that watches you cast ― Feats ―
the spell. If you succeed, the somatic and verbal
components are disguised in any manner that you choose. A feat represents a talent or an area of expertise that gives a
character special capabilities. It embodies training,
As you gain higher levels in this class, you can conceal experience, and abilities beyond what a class provides.
the effects of higher level wizard spells, as shown on the
table below. At certain levels, your class gives you the Ability Score
Improvement feature. Using the optional feats rule, you can
Wizard Level Spells forgo taking that feature to take a feat of your choice
3rd 1st instead. You can take each feat only once, unless the feat’s
5th 2nd description says otherwise.
9th 3rd
13th 4th You must meet any prerequisite specified in a feat to
17th 5th take that feat. If you ever lose a feat’s prerequisite, you
can’t use that feat until you regain the prerequisite.
Alibi
Siegeball tournament competitors, retired siegeball
Starting at 6th level, you can make a persistent illusory players, and dungeoneers might find the following feats
duplicate of yourself that will pretend to perform mundane useful. After all, the same skills that make a world-class
tasks while you are elsewhere. This duplicate seems siegeball player could also serve a daring adventurer or a
completely real, including sounds, smells, and temperature gritty tomb-robber in their line of work.

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Blocker in appeasing the crowd, curring their favor and performing
stunts. You gain the following benefits:
Prerequisite: Constitution 13 or higher
• Increase your Charisma score by 1, to a maximum of
When an entire siegeball team charges to the other end of 20.
the arena, a quick victory for one side or the other is
assured. The safer strategy (and the one most often • You gain proficiency in the Performance skill. If you
employed) is to designate one or two player as blockers, are already proficient in the skill, you add double your
who hang back by the tower or by mid-field to ensure that proficiency bonus to checks you make with it.
an errant ball doesn't fly past the team's defenses. Blockers
need to be steadfast and powerful, capable of knocking a • If there is a non-combative audience watching you
ball to the other side of the field when need be, and gain the fight, once per turn, you can gain a bonus to an ability
following benefits: check or attack roll equal to the number of people in
the audience, up to a maximum of your Charisma
• You can take the Block action as a bonus action on modifier. You can use this ability three times, and
your turn. regain all expended uses when you finish a long rest.

• You take half damage from siegeballs that hit you. Striker
• In a pinch, you can dive in the way of a shot. When an
Prerequisite: Strength 13 or higher
ally within 10 feet of you is hit by an attack or fails a
Dexterity saving throw, or when a siegeball is about to In siegeball, strikers are players who play offensively,
hit your tower, you can use your reaction to dive in pursuing the ball and making shots at the opposing tower,
front of the shot. You move adjacent to your ally or while others on the team hang back and defend. Such
tower and take the damage instead of the original players need high stamina and a thunderous strike, and gain
target. If you jumped more than 5 feet to intercept the the following benefits:
effect, you fall prone. You can use this ability once in
each siegeball game, but can use it as often as you wish • You gain proficiency with all siegeball weapons.
outside of siegeball games. • Whenever you hit a siegeball, it gains a +2 bonus to its

Disguised Spellcaster momentum points.
• When you roll damage for a melee weapon attack, you
Prerequisite: Spellcasting feature
can choose one of the attack’s damage dice and
In many public places, spellcasters simply aren't welcome. maximize it. Once you use this ability, you can’t use it
However, you've refined an ingenious disguise that again until you finish a long rest.
conceals your magic within ordinary objects. You gain the
following benefits: Team Coordination

• Increase your Intelligence, Wisdom, or Charisma score An entire team of all-star champions can easily lose a
by 1, to a maximum of 20. siegeball game against a well-coordinated team of rookies.
You know that careful passes and clever tactics always
• When you cast a cantrip that requires a spell attack roll, count more than raw might, and as such, you gain the
you can disguise its casting (including its spell following benefits:
components) and effects as if it were a melee weapon
attack. To do this, you must be holding a melee weapon • Increase your Wisdom score by 1, to a maximum of 20.
and must target a creature within 5 feet of you. You • You can effortlessly pass the siegeball to your
don't have disadvantage on this spell attack roll for a
hostile creature being within 5 feet of you. The effects teammates. When you make a melee weapon attack
of the spell are completely invisible, appearing as if against a siegeball, you can choose to make it a pass.
you instead delivered a mighty blow with the weapon. The ball must be directed to collide with one of your
allies. You then automatically hit the ball, requiring no
Showman attack roll, and the ball does not deal damage to your
ally when it collides with them.
Though many siegeball players are dedicated athletes, • When you roll initiative, you can switch your place in
placing all their attention on the game at hand, some relish initiative order with one willing ally that has also rolled
initiative. Additionally, that ally has advantage on the
first attack roll it makes its first round of combat.

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Chapter 3: Equipment

In many ways, the game of siegeball is inseparable from mostly in underground arenas. When you tackle or are
the bats, clubs, and armor it is played with. While the game tackled by another creature while wearing this armor, you
can certainly be played with bare fists, players everywhere deal piercing damage equal to your Strength modifier to
generally wear a team uniform and a set of equipment. This that creature.
equipment varies from the heavy plate armor and
greatswords allowed in some arenas, to the siegeball gear Padded Siegeball Gear. With greater padding and
and bats that the professional leagues have adopted as armored plates protecting the most vital areas, this version
standard, but it always protects from impact and allows the of siegeball armor trades portability for protection. Heftier
player to strike the ball harder and further. players, who are more effective using their bodies as
battering rams, are likely to appreciate the extra protection.
Armor

Because siegeball is a full-contact sport, most athletes rely
on sturdy, dependable gear to achieve a long career. The
specifics of siegeball gear may vary, but all are designed
from the same framework as conventional armor, fitting
hardened leather and metal plates strategically to mitigate
impact. Chiefly, however, siegeball gear places a focus on
mobility, and so tends to be lighter and more flexible than
contemporary armor, if not less protective.

Armor Descriptions

New armor designed for the game of siegeball is

described here.

Siegeball Gear. This set of leather equipment,

which includes a padded helmet, sturdy gloves,

elbow and kneepads, and a few protective

guards, is standard attire for most

siegeball players. It balances light Weapons Cost Damage Weight Properties
weight and flexibility with some
impact resistance, but does little to Weapon 1 gp 1d4 bludgeoning 2 lb. Finesse, light
protect an athlete from twisted or Simple Weapons 2 gp 1d8 bludgeoning 3 lb. Finesse, two-handed
overextended joints.
Siege Baton 6 gp 1d12 bludgeoning 6 lb. Heavy, two-handed
Spiked Gear. Festooned with iron Siege Bat
spikes on its shoulder pads, helmets, Martial Weapon 2 gp ― 4 lb. Special
and kneepads, this siegeball gear is
lethal in its own right, and is used Siege Club
Other

Spiked Ball

Armor Cost Armor Class (AC) Strength Stealth Weight

Armor 25 gp 12 + Dexterity modifier ―― 12 lb.
Light Armor
50 gp 14 + Dexterity modifier (max 2) ― ― 18 lb.
Siegeball Gear
Medium Armor 75 gp 16 Str 13 Disadvantage 35 lb.

Padded Siegeball Armor
Heavy Armor

Spiked Gear

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Weapons end, where the bat is also thicker and reinforced by an iron
band.
One of siegeball's biggest attractions is the bewildering
variety of weapons used across the game. Some variants of Siege Club. A weapon only for the stoutest of athletes,
the game allow all manner of lethal weapons, which the siege club is a two-handed club of immense size and
increases this variety (as well as the danger posed to weight. Designed with a wedge-shape for both a wide
players) tenfold. But even in regulated games, where the blocking and striking surface, almost all siege clubs are
types of weapons are more strictly controlled, siegeball built with a lead core running their length to increase their
allows for multiple weapon types, selected from the heft. Even with a series of iron bands reinforcing it, siege
following options. clubs are known to smash mid-game under the force of
intense strikes and powerful blocks.
Weapon Descriptions
Spiked Ball. Though it is less a weapon, and more a
The following weapons are used almost exclusively in piece of game equipment, the spiked ball can be lethal all
games of siegeball. the same. Its surface is covered in broad half-inch long
metal studs that tear up the turf and break bones on impact.
Siege Baton. A three-foot long cylindrical bat with a
short, padded handle, the siege baton is the lightest weapon Weapon Properties
allowed in most siegeball games. It is normally favored by
those dexterous enough to effectively brandish one in each Many weapons have special properties related to their use,
hand, allowing them to use both batons to strike the ball at as shown in the Weapons table.
once, or to strike the ball twice as often, allowing for
greater maneuverability across the arena. Finesse. When making an attack with a finesse weapon,
you use your choice of your Strength or Dexterity modifier
Siege Bat. A cylindrical club exceeding four feet in for the attack and damage rolls. You must use the same
length, with an impressive heft, the siege bat is the standard modifier for both rolls.
weapon used in siegeball games. Most tournaments have
adopted standard rules as to a bat's composition, weight, Heavy. Small creatures have disadvantage on attack
and length, with the mass and balance of a bat. Usually, in rolls with heavy weapons. A heavy weapon’s size and bulk
compliance with these rules, a siege bat's weight and make it too large for a Small creature to use effectively.
balance is augmented by a lead mass installed near its far
Light. A light weapon is small and easy to handle,
magehandpress.com making it ideal for use when fighting with two weapons.

Two-Handed. This weapon requires two hands when
you attack with it.

Special Property

The spiked siegeball has the following special property:
Spiked Ball. The spiked siegeball deals double damage

to creatures it hits.

Jax

Technically, jax is a poison, and an exceptionally lethal one
at that, but observant poisoners realized that, in minuscule
doses, it can instead confer inhuman strength and durability
for a short time (side effects notwithstanding.) Taken
persistently, or in larger doses, the poison becomes lethal
again.

Since this discovery, the ability-enhancing properties of
jax were exploited in seedier siegeball arenas, but the
Championship Committee has banned the substance in
short order. Despite this, jax usage permeates the
underground tournament circuit, and even teams at the
highest level of competition are rumored to indulge in jax
before games.

10

Magic Items ability check or saving throw (but before you know the
result of the roll), you can spend 1 of the ring’s charges to
These magic items are awarded as trophies of hard-fought gain a +10 bonus on that roll.
victories, or are used as integral secret weapons to swing a
close siegeball game. Depending on the tournament and Fleet Cleats
referee (and GM preference), magic items might be banned,
encouraged, or only used behind the referee’s back in a Wondrous item, uncommon (requires attunement)
game. Regardless, these items grant a decisive advantage to While attuned to these shoes, which have exceptional
whichever team benefits from them. traction due to their spiked soles, your walking speed
increases by 10 feet and you ignore nonmagical difficult
To provide some extra challenge, the GM can equip an terrain.
entire opposing team with fleet cleats or grant the two
strongest players a pair of thunderbats. Or, to mix in some Jax
intrigue, perhaps a bookie’s ball has been snuck into the
game, the enemy team has secretly been using jax, or Potion, uncommon
someone on the enemy team has possession of a Rather than being drank, this tiny vial of orange, brackish
champion’s ring. liquid is injected directly into the body of a willing creature
as an action. Once injected, for 1 hour, you gain a +4 bonus
Ball Magnet to your Strength, Dexterity, and Constitution scores, and
the maximums of these scores is increased by 4. However,
Wondrous item, uncommon (requires attunement) your maximum hit points are permanently reduced by 1d4.
No means, short of a greater restoration or wish spell, can
This magical belt has 4 charges and regains 1d4 expended restore hit points lost in this way.
charges daily at dawn. As a reaction when a siegeball
within 120 feet of you is hit into motion, you can use your You can use more than one dose of jax at once, and its
reaction to press a button on the belt's prominent red and benefits stack for the 1-hour duration. However, you still
white buckle. The ball maintains its momentum points, but suffer the reduction to your maximum hit point each time
its direction of motion instead aims directly toward you. you take an additional dose, and you must make a DC 16
Constitution saving throw after each dose or be poisoned
Bookie's Ball for the duration. Taking more than three doses at one time
causes an overdose: you are reduced to 0 hit points, and
Wondrous item, rare your maximum hit points are decreased by 1d12.

Popular among unscrupulous bet-takers for its ability to Thunderbat
swing a close game, this enchanted siegeball ball unfairly
targets one team. When you speak a command word as an Weapon (siege bat), uncommon (requires attunement)
action, you can designate one team of a siegeball game: this You have a +1 bonus to attack and damage rolls made with
ball deals double damage to that team and their tower, and this magic weapon. Additionally, this magic weapon has 6
half damage to the opposing team and their tower. charges, and regains 1d6 expended charges daily at dawn.
As an action, you can spend up to 3 of this weapon's
Bull's Ring charges to cast the spell thunderwave (DC 13) at a level
equal to the number of charges expended.
Wondrous item, rare (requires attunement)
Referee’s Whistle
This magical ring has 6 charges and regains 1d6 expended
charges daily at dawn. You can expend 1 charge as an action Wondrous item, rare
to launch forward in a 20-foot line. This movement is always When you blow this whistle as an action, you cast the spell
horizontal, even if it causes you to travel through the air. At hold person (DC 15) targeting each creature you choose
the end of that movement, or when you reach an obstacle, within 60 feet. Once the whistle is used, it can’t be used
you can make one melee weapon attack with advantage, and again until the next dawn.
deal an additional 1d12 force damage on a hit.
Titan’s Gear
Champion’s Ring
Armor (spiked gear), rare
Ring, very rare (requires attunement) While you’re wearing this armor, you can use your bonus
action to make a shove attempt with advantage.
This magic ring, which is awarded to each player that wins Additionally, you can’t be moved against your will.
a Siegeball Championship, has 3 charges, and regains 1
charge daily at dawn. As a reaction when you make an magehandpress.com

11

Chapter 4: Tournaments

Though individual, one-off siegeball games are held Medium-Level Campaigns
regularly, there's nothing so spectacular as a tournament:
the thrill of rising to the top, the sting of defeat, and the lure When the party finally attains a modicum of success in the
of a grand prize and lasting glory. Few other things bring underground siegeball arenas, they'll likely be spotted by a
out spectators and players alike in droves. The grandeur of siegeball recruiter for a medium or large city and be signed
such tournaments is integral to siegeball on a grand scale, on a long-term contract. Right away, they'll be gifted new
as they bring far-flung teams together, expand the sport's uniforms and equipment, and will be placed in a
scope to a national stage, and unite players and spectators tournament against vastly more professional teams. With
in a single, grand competition. enough skill and daring, the party might rise to the top of
their first professional siegeball tournament to become the
Tournaments as underdogs with a shot at the top.
Campaigns
Traveling from city to city for siegeball games gives the
One of the more obvious uses for a siegeball tournament is party a chance to explore the campaign world and opens up
as a wrapper for an entire campaign, as the two match possibilities for roadside encounters and diversions from
exceedingly well. Campaigns involving siegeball feel very the main tournament. Any distraction that seriously injures
different depending on the party's level, adopting different a party member or delays the party from reaching the
themes, goals, and villains as the party progresses. This stadium in time could endanger their careers as well, so
section will cover three different types of siegeball even sidequests have a measure of potential risk.
tournament campaigns:
At this level of the campaign, the ruthlessly competitive
Low-Level Campaigns opposing teams will rise to become the chief antagonists.
This is a great place to insert an experienced rival team
Before 5th level, siegeball campaigns are bound to be gritty who are favored to win the tournament as a foil to the
affairs of underground tournaments taking place in party's underdog standing. Other interesting teams with
dangerous arenas. Until the party achieves enough notoriety strong gimmicks are key to padding out the tournament
to be noticed by a siegeball scout, every day is a struggle before the final game.
for survival. Brutal enemy teams leave them battered and
bruised after every game, and lethal weapons, like Of course, it's possible that the party might find
warhammers, are introduced regularly. Each game risks life interesting offers coming in from private siegeball
and death, in addition to lifechanging glory. arrangements, where 'no rules' games are played behind
closed doors for a select audience. These games are
The party's coach (or owner, as the case may be) will patently unsafe, and those arranging them seem very
likely be an antagonist in this type of campaign, acting as a suspect, but the lavish pay is enticing nonetheless.
driving force to push the party toward ever more dangerous
games, while paying them as little as possible and ensuring Lastly, this period of the campaign sees the party
they can’t escape. The coach is more obsessed with money achieving their first real fame: they'll be recognized on the
than safety and may even place bets against the party in street and be asked to sign autographs by die-hard siegeball
their most perilous games. fans. They're not going to be mobbed by the adoring public
quite yet, but this might nonetheless go to their heads.
The competitors at this level are a combination of the
underprivileged athletes with big dreams and criminally High-Level Campaigns
violent players that could never advance higher in the
game, due to their contempt for authority. A team made At the highest-level campaigns, the party, who have been
exclusively of this latter group might not fare well against playing professional siegeball for some time, is selected by
the party in winning a game of siegeball, but could easily the Championship Committee for inclusion in the Siegeball
kill one of them mid-game. Championship, the most prestigious tournament anywhere.
This is a make-or-break moment in their careers―a single
shot at legendary status.

The first obstacle is not the tournament itself, but the
steep entry fee. The party might have to sell most of their
belongings or accept a dangerous loan to compete.

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Whatever solution they find, a lot will be riding on them At this level, the party can be considered superstars.
winning a cash prize in the Championship. Ordinary people get starstruck around them (even those
who don't follow siegeball), and they find it hard to push
When the tournament begins in earnest, the party will through crowds before games. While this makes covert
compete against the most experienced teams in the world, activity difficult, it also means that common folks will
each of which desperately wants to win the tournament. probably help the party in small ways if asked.
Each game will be a nail-biting struggle of wills, and the
party will need every trick they know to succeed. Setting up a
Tournament
Additionally, the Championship tends to attract
contenders from much further afield, including a host of Though tournaments are the lifeblood of career siegeball
non-humanoid teams. Teams of djinni and efreeti travel teams, there exists no one perfect way of conducting them.
from the Elemental Planes to compete, and a team of Each method of arranging a tournament has radical pros
driders always rises from to represent the underworld in the and cons, though most attempt to strike a balance between
competition. Sahuagin, lizardfolk, and fey creatures travel audience tension and accurate assessment of skill. The
from their homelands to compete. Sometimes, even a duo following tournament designs are often used for siegeball:
of giants enter the competition, wielding a siege club in
each hand. Single Elimination

Between games is a long, nervous period of practice By far the simplest and shortest tournament is the single-
matches, punctuated by intrigue. Sprawling conspiracies elimination bracket. In this tournament, teams are randomly
surround the Championship, from hazardous, illegal drugs paired off on a pyramid, and losers are eliminated from the
being taken by other players to enhance their speed and tournament. Winners advance to the next round until only
strength, to sinister donors that have entered new teams in one team remains.
the tournament for mysterious reasons, to plots to sabotage
the party's chances of victory. If the party wants any chance Though this tournament's design is attractive due to its
of winning, investigating and exposing these schemes is simplicity, it suffers from some limitations. When
critical.

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spectators follow only a single team, they are unlikely to Siegeball
return after their team is eliminated; a result that is Championship
extremely likely when half of the competing teams are
eliminated every round. Also, skilled teams can be The annual Siegeball Championship League, held for the
eliminated early after only a single bad match, leading to better part of a millennium, enjoys the largest scale and
upsets where the players blame the loss of an entire most prestigious prizes of any siegeball tournament. Taking
tournament on a single bad play or referee call. part over a season, its athletes travel from city to city,
competing in matches to separate the wheat from the chaff.
Despite its drawbacks, single elimination tournaments
remain the favorite among orcish and goblinoid teams, At its conclusion, only one team may win the
perhaps because it doesn't hinder a tournament's Siegebowl, and claim its grand prize (normally an
progression if half of a losing team is killed during a game. impressive quantity of gold and a set of champion’s rings).
Perhaps more importantly, Championship victors claim
Double Elimination legendary sports status for all time, and are enshrined in the
Hall of Victors, an immortal dedication to champions
A popular alternative to the single elimination tournament throughout the ages.
is the double elimination. This bracket proceeds like the
single elimination bracket, except that losers are added to a The Championship is a double-elimination competition,
loser's bracket, where they compete against each other. The and every competing team must play one home game and
final team remaining in the loser's bracket goes on to play one away game. Contending teams are selected by the
the victor of the winner's bracket in the finals. This design Championship Committee, the presiding board of
ensures that teams play at least two games each, and that a regulators and referees, and also must pay a hefty entry fee
single poor game doesn't condemn an otherwise superlative to compete. Though entry fees might pose an obstacle for
team. upstart teams, they rarely present an obstacle to national
contenders, which compete yearly.
Multilevel
Prizes
A natural extension to the double elimination design,
multilevel tournaments begin with all contending teams at Few games are played exclusively for bragging rights and
the same "level", with a tournament score equal to the notoriety; tournaments run on their prizes. Large, enticing
number of contending teams. A team gains one point on a awards for winning teams fuels an entire industry of talent
victory, and loses one point on a defeat, and plays only scouts, coaches, and arena owners, from the smallest games
other teams with the same tournament score as themselves, to the largest championships. Every player dreams of glory,
continuing until no two teams are on the same level (or but earning huge prize is a close second.
until only one team is the victor, depending on the specific
rules.) Of course, not all prizes are silver and gold. Siegeball
tournaments give out a huge variety of prizes, some of
This design ensures that competitors play a roughly which are detailed here.
equal number of games, and that a maximum number of
competitions happen at one time. Additionally, it's likely Trophies
that teams will be more evenly matched for skill after a few
rounds. Most large, official tournament tournaments give out a
trophy of some variety to the winning team. The classic
Round-Robin trophy is a gold chalice with a marble base, engraved with
the tournament's name and year. Other might include
In a round-robin game, each competing team plays each medals, rings, or ribbons, depending on the tournament.
other in sequence; the team with the greatest number of The best teams collect these trophies and display them as
victories wins or goes to a tie-breaker game. This is easily badges of honor, but ultimately, they're fairly token. Nearly
the fairest way of determining a victor, since every possible every trophy is awarded alongside a cash prize, which
matchup in a tournament is played out, but it has yet to coaches and team owners view as far more substantial.
catch on in the national siegeball stage. Part of the reason
14 might be that players are accustomed to the thrill of
elimination, and the natural progression of more skilled
teams matching against one another as the brackets become
smaller. Whatever the reason, few leagues (except for elven
leagues) employ this type of tournament.

magehandpress.com

Cash Prizes Example
Tournament
The actual value of cash prizes might vary, but they
generally grow (exceptionally, in fact) with the glamor and The optimal setup for a short campaign played over the
prestige of the tournament awarding them. Typical first- course of one or two sessions is probably three games, for a
place prizes are listed on the cash prizes table below. Often, total of eight competing teams in a single elimination
a second-place prize equal to half the value of the first- bracket. As always, the Rule of Three is useful storytelling
place prize is awarded to the runner up team. tool at our disposal, which works best when a great deal of
tension is built as the as rounds progress.
Level GP
1st-4th 2,000 In this example, the players learn that they are matched
5th-10th 5,000 up in the first round against the Pinkskins, an orcish team
11th-16th 10,000 known to seriously injure their opponents, even in
17th-20th 40,000 tournament play. Of the other teams remaining, the players
see (much to their relief) that last year's victor, the
Valuable Items Manticores, is on the other side of the bracket. However,
their bitter rivals, the Owlbearmen, are not far from them
Other valuable items, equivalent in value to cash prize, on the bulletin board; if the players best the Pinkskins and
might be awarded instead. Anything from magic items, to the Owlbearmen also win their first match, they will play
priceless treasures donated from the king's coffers, to entire each other in the second round.
keeps or tracks of land could be at stake for the winning
team. It is assumed that such prizes will probably be sold And so, the stage is set for a story in three parts: first the
(at least in part, if the prize in question can be divided) to players must contend with the savage Pinkskins, who seem
pay the team, the coach, and the arena owner sponsoring more interested in leaving bruises than winning games.
the team. Other items, like artifacts, might be powerful With any luck, the players win handedly and move on to a
enough that the fate of many innocents might rely on the grudge match with their old enemies, the Owlbearmen.
winner of the tournament. Though such awards might seem This fight will be very tough and will require the players to
extremely foolhardy, they're not uncommon among the dig deep to snatch a victory. Unexpectedly, the players
elves, who appreciate the dramatics. move on to the final round against the dreaded Manticores,
a team whose discipline and winning records stand for
themselves. This game is a toss-up, and the players will
either secure a glorious underdog victory or suffer a bitter
defeat on the last hurdle. If they succeed and win the
tournament, the players each earn 1,000 gp, and a pair of
fleet cleats.

This example tournament set up demonstrates a few
lessons for creating an engaging tournament. Firstly,
always raise the stakes. Every game should be more
perilous and more challenging as the players progress
further in the tournament. After all, the further they climb,
the more they have to lose. Secondly, make every
encounter unique, even if this means throwing in a twist or
a story-related tie-in. Sometimes, a unique arena or game
twist is called for, and other times, an interesting NPC on
the opposing team is enough. Lastly, embrace the tropes of
the sports movie genre. This gives players a grounded
starting point for what to expect, and gives you a
framework to build upon. It also means you can
occasionally subvert the tropes of that genre, which is key
for delivering satisfying twists and turns along the way.

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Chapter 5: Arenas

The arena is a place of blood, sweat, and glory. It's where these mud pits; it loses 1 momentum point when it
legends are made, and titans are brought to heel. The arena enters a pit, and if it stops within one, it takes 2
is the crucible, the ultimate trial; the final exam. momentum points to remove it.

Every siegeball game is played in a walled arena of 6 Dwarven innovation at its finest, this arena
some sort, and while there is a competitive standard for contains a series of hefty built-in conveyor belts.
arenas, remarkably few conform to its design. Instead, most These belts move 5 feet twice every round: once at
arenas are in reclaimed spaces: abandoned temples, the beginning of the initiative order, and once
deserted fields, city streets; anywhere that the competitors halfway through.
can meet and set up towers.
7 This ancient woodland grove has been converted
The optimal size for arenas is around 125 feet long by into a siegeball arena (much to the chagrin of local
45 feet wide (25 squares by 9 squares). In this size, there's druids.) The immense trees, roots, and vines make
enough room for players to maneuver around one another, for an interesting, if difficult to traverse, arena.
but not enough that the ball can be isolated apart from both
teams for long. 8 This arena contains dozens of short walls,
quartering it off into three large fields connected by
Arena Traits short mazes. Though players can bound the walls
without issue, the ball can only leap over these
Every siegeball arena has some trait or combination of walls at ramps located at a few strategic points.
traits that makes it wholly unique. Sometimes, siegeball Learning the most efficient paths through these
arenas are built to competition standard, with only minor mazes is not difficult, but choosing the right
variations in dimensions, turf, and slope, but other times, direction to avoid enemies is key to winning a
entire arenas are crafted either out of necessity, where no game.
other arenas could be constructed, or to promote a unique
spin on the game and draw in larger crowds. The following 9 This entire arena is under the effects of a
traits describe some unique arenas that might exist in your transmutation spell reducing the gravity within it.
campaign: You can jump twice as high and twice as far, and
the ball games an extra momentum point
d20 Arena Traits whenever it is hit.
1 This arena is actually the rolling deck of a massive
10 Despite its profound disrespect for the dead, this
warship. The audience of sailors crowds the edges, arena is built on an entire graveyard. Stones have
ensuring the ball doesn't fall off the ship. At the been piled up between some mausoleums and
beginning of each turn, the ball gains a large monuments to form a perimeter around the
momentum point in a random direction. field, but dozens of headstones still pose obstacles
2 This arena is a field with a natural hill: there are to the ball.
two distinct planes and a slope between them
running the arena's length. Moving the ball up the 11 A huge fog bank (naturally or artificially) blankets
slope costs one additional momentum point and the entire arena. Players can only see half the
moving the ball down the slope awards it an extra field's length.
momentum point.
3 The arena is built above a large underground 12 The rowdy crowd constantly throws refuse and
foundry. At regular intervals (at the beginning of obstacles at your team. If you begin your turn
every other round), two 15-foot square grated vents within 5 feet of an outermost wall, you move 5 feet
on the field blast hot gas onto any creature slower in your turn. If you hit the ball while in that
standing atop them, dealing 3d6 fire damage. area, you take 1 bludgeoning damage from thrown
4 This arena is a city street that has been gated off bottles and rocks.
for the event. Obstacles still abound in the street,
and the hard, stone floor (as opposed to the more 13 Buckets of water have been thrown on the field and
common grassy fields), means that the ball moves left to freeze overnight (or else instantaneously
more smoothly, but so do your shoes. There will frozen with magic) to create an arena of slick ice.
likely be more dramatic slides and careening Players have difficulty gaining speed and coming
collisions. to a stop on this surface: they can only move in
5 Pits have been dug in this field and filled with increments of 10 feet, and might collide with
mud, which counts as difficult terrain. obstacles (and take 1d6 bludgeoning damage) if
Furthermore, the ball can sink to the bottom of they move too far. Players that take the Dash
action must move the entire distance.
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14 Players are bestowed with a temporary version of
the water breathing spell to play in this completely
underwater arena. The rules for underwater
combat apply in full. The ball has been made
especially buoyant, so that it neither sinks nor
floats when at rest. The towers, for their part, have
been constructed from floor to ceiling. When a
team hits their opponent's tower, their water

16

breathing spells instantly wear off, forcing them to Example Arenas
surface in order to gain the spell's effects again.
Siegeball arenas are as diverse as the players that engage in
15 The arena, conjured into being at the foot of a the sport and the cities that host the games. The following
mage’s tower, is filled with a labyrinth of example arenas might provide some inspiration for your
shimmering walls of force. The ball can roll freely next siegeball campaign.
through these walls, but players must navigate
their way around them. In some games, the mage Risk Field
will conjure a minotaur into the maze as well, just
to spice things up. Arenas such as this one are where competitors from around
the world go to prove their mettle. Though no two arenas
16 The floor of this arena is a mosaic of large colored are exactly identical, designs featuring a prominent central
tiles. Depending on the game, tiles of a certain chokepoint are incredibly popular with spectators, since it
color might trigger spectacular, crowd-pleasing encourages high-stakes clashes and dramatic collisions. As
traps, collapse into temporary pit traps (the floor such, this design has become the default arena layout for all
raising back up after a few moments), or launch professional siegeball games.
players into the air.
The first arena to be constructed in this fashion is the
17 This arena is designed with a horseshoe layout in impressive Risk Field in the city Rosewall. Sitting in the
mind. The towers are actually close together, but a shadow of the High Cathedral, the entire arena is dedicated
long wall of bars running almost the length of the to the god Risk, consummate deity of adventurers and
field separates them. The players and audience can thieves (though just as many athletes honor Fury in their
see through the bars (and small players might be prayers.) Shrines to Risk and the other deities of the
able to squeeze through them) but the ball cannot Pantheon are carved decoratively into the pillars
pass through. surrounding the arena, condoning it officially by the
church.
18 The midline of the arena is marked by a large
sloped mound spanning its width, which divides Though the arena is privately owned, clerics of the
the arena into two sides. At the beginning of each church oversee the athletic activities and money-taking
turn, if the ball is within 30 feet of the midline, it here, enforcing a cohesive set of rules for all games and
gains a momentum point directly away from the applying a small tax to all bets placed. Certainly, the arena
midline. acts as a neat money-making operation for the church, but
the arena's owners relish the protection and legitimacy that
19 This cramped arena is contained with the garden comes with religious sponsorship, so the arrangement has
of a castle keep. A fitting locale, of course, for the been mutually-beneficial.
king’s private siegeball stadium. Both towers are
constructed to resemble statues of royal court The siegeball games hosted at this arena are typically
attendees whom the king evidently despises. civil affairs, and no fewer than three professional teams call
this arena their home, but once a year the arena hosts the
20 This arena, overseen by hundreds of kobolds and a wild and unrestrained Contest of Trials, a festival
looming ancient red dragon, is marked out within celebrating Risk's legendary accomplishments. The events
the dragon’s lair, directly atop its hoard. Towers of this week-long celebration consist of dangerous obstacle
are constructed of solid gold, and players will likely courses, contests of strength and speed, and of course,
find the gold coin-laden slopes hazardous. Be siegeball games. Often, these have perilous twists and
warned: as much as the dragon enjoys his fantastic prizes, with the added benefit that any athletic
entertainment, he values his treasure more. Any injury during the festival (short of a lethal one) will be
player that pilfers even a single coin will be remedied by the church, free of charge.
devoured on sight.
Overseeing the arena’s events, and often visible during
games sitting in an old wooden chair in the front row,
Father Osley is a strict and demanding figure. Many
paladins at the nearby Cathedral cite Osley as a critical
mentor in their education, but even they know better than to
provoke his stern glare.

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The Aisle of Pillars variety, playing out more like a constructed drama. Today,
siegeball games in Pinnacle Gardens retain that same spirit,
Brutal and claustrophobic, the so-called Aisle of Pillars is a as every game is woven into narratives constructed by the
remarkably large underground structure, repurposed from arena's announcers and hosts.
some forgotten crypt in the city of Westport. The games
hosted here are seldom condoned by any official authority, The structure within the arena is the crumbling remnants
but regardless draw immense crowds who are ravenous to of an elven temple, whose patron gods have long been
place bets on the proceedings. Established teams wouldn't forgotten. The arches and walkways here, carved from
be caught dead in such a locale, but arenas such as this one immaculate white stone, provide multiple paths across the
are where many teams get their start. field that players might take: the Hall, which most directly
connects the two towers, but is an extremely
Supporting the domed ceiling of this completely stone claustrophobic, defensible path; the Walkways, which
arena are a number of immense pillars, the arena's diagonally cross the field from a ramp near either tower;
namesake. Though these pillars are functionally and the Platform, at the center of the field. Two
unpassable, they create numerous blind spots from the multicolored teleporters lead to the Platform, and holes in
game's referees (who let most misdeeds go unreprimanded its floor plunge down into the Hall. Both of the Platform’s
for the right price anyway). The result is a claustrophobic side connect to the Walkways, forming a diagonal high-
arena with short passes, violent collisions, and widespread path across the arena. The unconventional introduction of
dirty tactics. The crowds love it. teleporters, which maintain a siegeball's momentum, has
led to nail-biting games and fascinating new strategies.
Players should be mindful of the craggy stone floor, as
well as obstacles presented by the rowdy spectators, such as Players should familiarize themselves with the main
thrown food or even improvised firearms. Bits of tiled floor avenues for attack and position players on multiple levels
can be used as weapons in a punch (to rancorous applause), to maximize their ability to intercept the ball. Sometimes,
and the numerous columns both block strategic angles for players can even use the arena's height to their advantage,
the ball and provide a convenient obstacle to tackle shoving opposing players from the Walkways, then
opponents into. steamrolling them with the ball. The key to victory in this
arena involves both utilizing verticality and the teleporters
The owner of the Aisle of Pillars is an improbably fat to sidestep your opponents at every turn.
ratling named Dreectakeept, though everyone calls him
Dreeke the Rat King. Everyone working at the arena, the The arena's clientele is exclusive and eccentric; only the
bookies, security―even the food vendors―report directly exceptionally wealthy or illustrious are admitted to
to him. Anyone taking money in the arena other than those Pinnacle Gardens, all of whom are catered to like royalty.
working for Dreeke swiftly end up with a mysterious case These spectators demand fantastic and often magically-
of broken legs. enabled games, so the arena owners employ a
transmutation wizard, named Coriolanus the Green,
Rumors abound that Dreeke might have business specifically to dream up and prepare new game variants.
dealings with the Knotters, an infamous gang based in Coriolanus is an odd character himself, but an
Westport. If this were true, Dreeke would be connected accomplished arcanist nonetheless, and is one of the most
directly with the web of illegal jax distribution that essential personnel working in Pinnacle Gardens.
pervades the city. However, no law enforcement
organization, from the town guard to sanctioned church Some whisper that, as long as Coriolanus continues to
inquisitors, has uncovered anything concrete on the matter. diligently fashion new and more elaborate game variants,
his overseers at the garden turn a blind eye to his many
Pinnacle Gardens experiments, which he conducts just outside the arena
grounds. From his rickety workshop there, unspeakable
Like most things built by the elves, Pinnacle Gardens is sounds, resembling a cross between a smithy’s workroom
lavish, overwrought, and extremely exclusive. The arena and a slaughterhouse, can be heard late at night. However,
was formerly an ancient temple, but has worn many faces by the light of day, the workshop seems positively tidy;
over the centuries, including most recently a gladiatorial mundane, even.
arena, which was converted over to siegeball when
bloodsport was outlawed. Of course, the elven style of
bloodsport is more refined and measured than the human

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Risk Field

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Aisle of Pillars

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Pinnacle Gardens

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Variant Note from the Authors
Arena Rules
We understand the desire to play this game in three-
In the far reaches of space and in the depths of the ocean, dimensions, especially in campaigns with strong
wildly different variations of this classic sport are science fiction themes. However, you should expect
practiced. Some versions of siegeball feature extremely some level of additional complexity from these
modified rulesets, levitating balls or towers, or even variants, and as a result, they might not be the best fit
completely separate objectives, but the most recognizable for every campaign. Some games, like chess and
siegeball variants are played in low gravity and in water. siegeball, are perhaps best realized in the safe
These games are more spectacular to audiences, but are far confines of two-dimensional space.
more demanding for players and commentators, since a
three-dimensional field requires thorough strategy to even The ball in this game variant can be frictionless or use
navigate, to say nothing of completing an objective. artificial friction. When a frictionless ball is hit, it moves a
number of squares equal to its momentum points, but its
Three-Dimensional Arenas points do not decrease as it moves. Until the ball is hit or it
collides with a tower (events which reset the ball's
Simply stretching a siegeball arena vertically into 3D space momentum points), the ball moves a number of squares
poses a number of problems; chief among them, such an equal to its momentum points at the end of each turn, other
arena would seem positively vacant. Because player must than on turns in which it is hit. The ball loses 2 momentum
be wary of the ball and enemy players passing above or points when it collides with a wall.
below them, in addition to around them, it is exponentially
more difficult to block an opposing team's assault. A frictionless ball can lead to the unfortunate "pinball
Moreover, the ball is more likely to land far out in open effect" wherein which players simply attack the ball
space, where no nearby players can attack it. indiscriminately and hope that it eventually ricochets into
the enemy tower. Because of this tactic, many zero-gravity
As a solution, siegeball arenas used for three- variants use artificial friction, which causes the ball to
dimensional games are substantially more compact, naturally decelerate as if it were on land.
measuring only 15 feet across by 15 feet high (3 squares by
3 squares), while still measuring 100 feet or more (20 Underwater Siegeball
squares) lengthwise. The towers in this game stand 15-feet
high, from floor to ceiling, and are located directly against Underwater games of siegeball behave much like zero-
the back walls of the arena. A few obstacles, usually 5-foot gravity siegeball, with a few notable changes. Firstly, all
cubes, are positioned symmetrically in the arena. non-aquatic players must be enchanted with a water
breathing spell to prevent drowning. The ball in underwater
Zero-Gravity Siegeball games naturally decelerates as if it were on land, but it may
or may not be buoyant. If the ball is not buoyant, it sinks
In games without gravity, as might be played in the one level at the end of each turn.
recesses of space or in the depths of a wizard's tower, or are
replicated with copious amount of fly and levitate spells,
players can move vertically at will, as can the ball. To play
in such a game using a three-dimensional arena, players
and obstacles should be used on a 20-by-3 square grid, and
every object should be assigned a height value from 1 to 3,
representing how many squares the player or obstacle is
from the bottom of the arena. Players can use 5 feet of
movement to increase or decrease their height value.
Additionally, players can also hit the ball diagonally
higher or lower, in which case the ball also uses
additional momentum points to move up or down as it
moves forward.

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Chapter 6: Teams

Siegeball teams consist of five players, usually one time, patronage comes in the form of sponsorship deals:
dedicated striker and a dedicated blocker among their
number, but teams are also incomplete without their coach branded advertising worn by the players and decorating the
and sponsor, who do not participate in the game itself, but
do much to influence a team's success. This chapter looks stadium. The following are potential brands that might seek
in-depth at what makes a good coach, what types of
sponsors a team might expect, and how these members to cut a sponsorship deal with the players and their team
interact. Lastly, it presents a number of Siegeball Cards,
statblocks for siegeball teams in collectible card form. owner:

Coaches d20 Sponsors

Ostensibly, the coach's job is to train the team and 1 Knai-Ki. Do That.
strategize with them during games, but coaches also This elven-owned shoemaking company has made
perform a number of other indispensable tasks, from giving become famous for its low cost and effective
the team a pep talk before a big match, to ensuring that the advertising. However, the business is not without
team has lodging for an away-game, to filling out the controversy, owing to the poor working conditions
paperwork to join a tournament, to acting as a liaison in its mostly gnomish shoemaking shops. This
between the team's owner and its sponsors. sponsor offers free cleats and garish branded
uniforms to any team they they sponsor.
Great coaches are steadfast and laser-focused on the
game. Most coaches have career experience in siegeball 2 Zut-Zut's Wut Hut. Say Wut-Wut?
tournaments as players, so they viscerally understand the A Wut Hut is a traveling merchant stall and
pressure and tactics of getting to the championship and can curiosity shop rigged to deploy directly from a cart
use that experience to benefit the team. The worst coaches and then fold back down onto it when the day is
seek to wallow in their glory days, hoping to vicariously done. Zut-Zut, as well as all the other merchants
relive their pasts through their players, without contributing with Wut Huts, are kobolds specializing in
anything to the team itself. But exceptional coaches have a traveling to dungeons and other places of
wealth of knowledge pertaining to training regimens, adventure, where they can buy from and sell to
tournament strategy, and play-by-play tactics they can offer adventurers at a high markup.
to elevate a talented team to a legendary one.
3 General Goode's Generally Good Goods. Good,
Behind the scenes, coaches also have the less than good, good, good, good.
glamorous job of filling out paperwork and dealing with People agree the products in this chain of general
other business interests. If the team is owned by a third stores are serviceable, but hardly special. In fact,
party, the coach will act as an intermediary between the this store’s greatest defining factor is that it has a
team and its owner, and also acts as a go-between with the diverse offering of products, even by general store
arena owner, the tournament overseers, sponsors, and standards.
anyone else with financial ties to the game. If the team is
self-owned, the coach will also likely secure sponsorship 4 Big Bad Bart's Bloodpit Bar & Grill. GET SOME
deals for them. This role is critical for a team's success, MEAT IN YOU.
even though it is far removed for the roar of the crowd and Ever since Big Bad Bart passed away from heart
the spectacle of toppling an opponent's tower at the apex of disease, his children (all devout vegans) have
a match. been running the business in his stead, converting
the entire menu to meatless alternatives.
Sponsors
5 Gnome Depot. Let the Gnome handle this one.
Most siegeball teams would struggle to survive on prize This vast department store of hardware, lumber,
money alone, and thus find patronage invaluable. tinker supplies, and artisan’s tools has nary a
Sometimes, the team will be supported by a wealthy patron gnome in sight; it would seem the titular gnome is
with a complicated profit-sharing deal, but most of the only a mascot.

6 Hypnotic Patterns Tailoring Company. YoU wOn’T
bElIeVe YoUr EyEs.
Every piece of fabric created by this custom
tailoring company is guaranteed to dazzle.
However, while their best-selling brands are
extremely popular among noble fashion
aficionados, their lesser known products border
on the physically painful to look at. This sponsor
provides uniforms made of such a fabric to be
worn by the team.

7 Magic Missiles, Mages, and More! Magical
Quality for Mundane Prices.
Though this chain of shops built its reputation on
selling potions, scrolls, and magic items, it fills

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the rest of its stock with non-magical linens and Ruby Reserve is actually a reclusive red dragon,
such, which the everyday consumer typically finds who resides within the vault―its own personal
much more appealing. They are happy to loan one hoard. No one can confirm or deny this rumor,
company-branded common magic item to a team however, as the vault is nigh-impenetrable.
that they sponsor.
8 Red Dragon Hot Sauce. Spit Fire! 15 Adventurers Anonymous. Level Up.
This hot sauce claims it is made with actual red More often than not, seasoned adventurers are
dragon saliva, but in fact, its signature flavor left with a few lingering quirks from their time
comes from a number of small magic suicidally delving into dungeons, confronting life-
enchantments placed on every batch. or-death challenges, and battling homicidal
9 Greatberry Eatery. It’s not just good, It’s monsters. Adventurers Anonymous is a network
Greatberry. of support groups that help retired adventurers
This eatery specializes in curiously small dishes get back on their feet and adjust to normal
made from goodberries. Because even a single society.
goodberry can sustain someone for an entire day,
every dish consists of just one berry prepared in a 16 The Arcanium Gymnasium. Get buff (or debuff) in
variety of ways. This sponsor will provide a team 30 days or your money back!
that they sponsor with a small handful of
goodberries before every game. This gymnasium is endorsed by the world-famous
10 Grib Oglin's Bedding, Linens, Interiors, and Nets. Muscle Wizard, who loudly proclaims to anyone
Come on down and visit your favorite that will listen that the Arcanium (and not
G.O.B.L.I.N.! forbidden strength-multiplying magic) is the
This company is a favorite among kobolds, reason for his unreasonable might.
goblinoids, and other creatures that require
materials to build traps to ensnare adventurers 17 Roquefort Adventurer Corpse Retrieval and
that intrude on their lairs. Ressurectorium. Resurrection not valid after 100
11 Crazy Owlbear's Used Wagon and Carriage Lot. years.
Crazy Owlbear's Used Wagon and Carriage Lot!
Crazy Owlbear's Used Wagon and Carriage Lot! This company offers an invaluable service to
Crazy Owlbear's Used Wagon and Carriage Lot! adventures at a premium price: corpse retrieval
Due to a mismanaged expedition to a long- and revival. Wherever a person of interest dies,
forgotten dungeon, we are currently the Roquefort company can send out an
OVERSTOCKED on all wagons and carriages, and expedition to attempt to retrieve the body and
we’re passing the savings onto YOU! This used conduct a resurrection. Such an endeavor is
wagon and carriage lot sells exclusively bottom of unquestionably expensive, so their persons of
the rung products. interest are almost exclusively young noblemen
12 Orc-a-Cola. Official Sponsor of the Warhorde. who tried (and failed) to take up adventuring.
This extremely sugary fizzy drink, with its iconic
green bottle, is a favorite of humanoids and 18 Eowyiin's Lavish Fineries. For when you want the
goblinoids alike. This brand sponsors many ring that says, “Be with me for a millennium”.
successful siegeball teams and requires that each
member of the team drink a bottle of Orc-a-Cola Elves have extremely high standards for luxuries,
before or during the match, in plain view of the and even higher standards when it comes to their
spectators. extremely long-planned marriage ceremonies. As
13 Collections Incorporated. You Direct, We Collect. such, Eowyiin's Lavish Fineries smiths faultless,
This guild of adventurers is organized with a premium jewelry for the discerning elf. Every one
distinctly corporate structure, which funnels most of their pieces is a masterwork, and they charge a
of the profits to its founders, who are now little king’s ransom as a result.
more than spokespeople for the Collection Inc.
brand. This model has afforded them great 19 Insane Ali's Rug and Lamp Emporium. Make a
success, which they consistently funnel into wish!
advertising and outreach.
14 The Ruby Reserve. It’s Safe With Us. This traveling emporium has made a tidy fortune
Few banks hold as much capital as the Ruby selling exotic rugs all around the world. If Insane
Reserve. Popular among adventuring bands who Ali’s testimony is anything to go by, he acquired
acquire massive amounts of material wealth the beginning of his fortune (an immense
(much of which in the form of treasure, rather stockpile of rugs and lamps) by accidently
than coin which can easily be spent), the Reserve squandering his three wishes from a magic lamp,
allows adventures to stockpile their wealth for a in an attempt to get more wishes. Of course,
rainy day. Rumor has it that the founder of the Insane Ali’s word isn’t much to go by; he’s insane
after all.
magehandpress.com
20 MoralExpert Alignment Score Checking Service. If
you’re afraid you might be a Chaotic Evil
psychopath, ready to snap, or need veritable proof
that you are, in fact, holier than your fellow man,
come on down to MoralExpert Alignment Score
Checking Service, at a temple near you!

This company uses state-of-the-art magic to zero
in on your alignment with incredible* accuracy!

24

Example Teams victories that has gained them matchups with far more
seasoned teams. To their credit, they handle themselves
The following teams are examples, useful for populating very well, even in such tough matches. Their titular mascot
your tournaments and the rosters of scrimmage games. is the mythical owlbearman: half-owl, half-bear, and half-
man, whose iconic hoot-owl-scream has enchanted
Advocates audiences everywhere they travel.

Few teams are as terrifying as the Advocates, a trio of Pinkskins
devils (a pit fiend and two bone devils) summoned up from
the underworld by some bad actor to interfere in the The Pinkskins are an orcish team, whose naked, pot-bellied
Siegeball Championship. Thankfully, the terms of the human mascot is simultaneously offensive humans and
Advocates’ contract require that they are not allowed to halflings alike. In spite of human outcry on racist gimmick,
outright kill their opponents, though they will take every the orcish team has showed no sign of changing its name,
opportunity to grievously injure or maim instead. and the lack of Championship Committee intervention has
led many to believe that some behind-closed-doors
Archons transaction has secured the team's identity.

One of the most popular teams in recent memory, the Rotters and Bone Brigade
Archons consist almost entirely of elves, with one
exception: their heavy-set minotaur point man. In spite of It's a mystery how the necromancer Grach continues to be
this racial divide, their fans are a uniquely diverse faction, admitted into siegeball tournaments. Perhaps he charms the
with humans, elves, orcs, dwarves, halflings, and gnomes tournament runners, or perhaps he has financial leverage
throwing their support behind the star-studded team. The over numerous arena-owners; regardless, Grach enters
team’s signature strategy of fast, coordinated strikes on the teams in tournaments regardless.
tower earned them a string of Championship wins, but it
has been almost a decade since their last Siegebowl Grach plays alongside the Rotters, his team of two
appearance, causing many to think that the team is afflicted zombies and two flesh golems. The golems, named Dr.
with some sort of curse. Stein and Franklin, are much faster than normal, for they
are composed of body parts salvaged from deceased
Manticores professional siegeball players.

Eternal rivals of the Archons, the Manticores are fierce His backup team, The Bone Brigade, is a team of
competitors and favor extremely defensive tactics, blocking skeletons fitted with siegeball gear and bats. These
as many shots as possible and strategically locking the skeletons are surprisingly coordinated, and exceptionally
opposing team on the far side of the field from their tower. fast, making them a difficult matchup for most teams. But
This team has seen quite a few scandals in their time, from if Grach thinks the Bone Brigade might lose, he can
dirty players to allegations of Jax abuse, but few of these employ one additional trick: by having the Bone Brigade
ever amount to long-term issues for the team. Their fans are carry additional bones into the arena, he can animate more
fervent supporters and will follow the team anywhere to see than the usual number of players for his team, as long as
them win. they are not already animated at the start of the match. This
loophole is plainly unfair for the opposing team, but
Orc-a-Cola Orogs (probably for same reason Grach is allowed to compete in
the first place) the loophole has never been changed.
Sponsored by the incredibly popular drink, Orc-a-Cola, this
team takes ample time before every match to promote their Titans
sponsor to the crowd. Though the Orogs are a competent
team, they are better showmen than players, and can curry Boril and Dombd don't need other teammates to be a
ample favor from the audience and referees alike. legendary duo: these storm giants love nothing more than
to travel to the land of puny folk and crush them in their
Owlbearmen games. Out of the interest of fairness, they never cast spells
during matches, even when it would be allowed, but have
This small-town team is the very definition of an underdog, few qualms about accidently stepping on their opponents.
having few wins under their belt until a recent streak of

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Med. Humanoid Med. Humanoid
(elf), CN (elf), CN

""I'm good at five things. Stealing “He goes left, I go right, and you
the ball, stealing hearts, and and your tower go down.”

three things better left unsaid.”

16 (+3) 20 (+5) 17 (+3) 12 (+1) 13 (+1) 11 (+0)

10 (+0) 22 (+6) 16 (+3) 15 (+2) 8 (-1) 12 (+1) HP 112 AC 17 Speed 35 ft.

HP 99 AC 18 Speed 30 ft.

Player Statistics

Player Statistics Skills Ath +6, Acrob. +8 8 (3,900 XP) Challenge

Skills Acrob. +9, Stealth +12 7 (2,900 XP) Challenge Attacks

Attacks Siege Bat +10 to hit ― 14 (2d8 + 5) b. damage
Multiattack 3
Siege Baton +9 to hit ― 8 (1d4 + 6) b. damage
Multiattack 2 (as a bonus action) Special

Special Med. Humanoid Sprinter Enlana can take the Dash action or Follow action
(elf), NE as a bonus action.
Backstab (1/Turn) Derevan adds 17 (5d6) to the damage Striker Enlana has a +2 bonus on attacks against
of a melee attack. Derevan has advantage on Dexterity “Don’t worry; I can tell you siegeballs (included in the attack).
(Stealth) checks to make this attack illegally. exactly what you saw.” Strong Arm Enlana adds 1d8 to damage rolls with his
Showman (3/Day) Derevan can reroll an attack roll or melee weapon attacks (included in the attack).
ability check.
Sprinter Derevan can take the Dash action or Follow
action as a bonus action.

17 (+3) 22 (+6) 17 (+2) 13 (+1) 10 (+0) 16 (+2) o Aero and Enlana are twins that have trained together
since childhood. Their bickering confirms as much.
o Derevan collects artwork, statues, and jewels. HP 121 AC 17 Speed 35 ft.
o Enlana insists she’s the smarter one.

Player Statistics

Skills Ath. +6, Persu. +5 8 (3,900 XP) Challenge

Attacks

Siege Bat +9 to hit ― 10 (1d8 + 6) b. damage
Multiattack 3

Special

Med. Humanoid Massive Hit (2/Day) Virin deals maximum damage with a Lrg. Monstrosity
(elf), CN damage roll. (minotaur), N
Star Player (2/Day) Virin can take two actions and move
“Do try to put up a fight, will double his movement speed on his turn. “Tiny know not what to say. No
you? I’m ever so bored.” Sprinter Virin can take the Dash action or Follow action as one ask Tiny for quote before.”
a bonus action.

14 (+2) 20 (+5) 15 (+2) 11 (+0) 14 (+2) 11 (+0) o Virin has a particular liking for fine wine. 18 (+4) 11 (+0) 16 (+3) 6 (-2) 16 (+3) 9 (-1)
o Virin has been accused of nearly killing a player 13
HP 100 AC 16 Speed 35 ft. HP 76 AC 14 Speed 40 ft.
times, but upon review, these charges were dropped.

Player Statistics Player Statistics

Skills Acrob. +8, Surv. +5 8 (3,900 XP) Challenge Skills Percep. +7
Senses Darkvision 60 ft.
Attacks 3 (700 XP) Challenge
Attacks
Siege Bat +10 to hit ― 14 (2d8 + 5) b. damage
Multiattack 3 Siege Club +6 to hit ― 17 (2d12 + 4) b. damage
Gore +6 to hit ― 13 (2d8 + 4) b. damage
Special
Special
Sprinter Aero can take the Dash action or Follow action as
a bonus action. Charge If Tiny moves at least 10 ft. straight toward a
Striker Aero has a +2 bonus on attacks against siegeballs target and then hits it with a gore attack, the target takes
(included in the attack). an extra 9 (2d8) p. damage. If the target is a creature, it
Strong Arm Aero adds 1d8 to damage rolls with his melee must succeed on a DC 14 Strength saving throw or be
weapon attacks (included in the attack). pushed up to 10 ft. away and knocked prone.
Reckless Tiny has advantage on attack rolls, but attacks
targeting him also have advantage.

o Aero and Enlana are twins that have trained together o Tiny's best friend is named Gunther.
since childhood. Their bickering confirms as much.

o Aero insists he’s the more talented one.

Lrg. Fiend Huge Giant
(pit fiend), LE (storm giant), CN

“If you would but sign on the “Boril loves to crush tiny humans!
dotted line…” Ha! You call that sport?!”

26 (+8) 14 (+2) 24 (+7) 22 (+6) 18 (+4) 24 (+7) 29 (+0) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

HP 300 AC 19 Speed 30 ft. / 60 (fly) HP 230 AC 16 Speed 50 ft. / 50 (swim)

Player Statistics Player Statistics

Saving Throws Dex +8, Con +13, Poisoned Condition Saving Throws Str +14, Con +10, Wis +9, Cha +9
Wis +10 Immunities
Damage Resistances cold; Skills Arc. +8, Ath. +14, Hist. Lightning, thunder Damage
nonmagical b/p/s Truesight 120 ft. Senses
Damage Immunities fire, +8, Percep. +9 Immunities
poison 20 (20,000 XP) Challenge
Damage Resistances cold 13 (10,000 XP) Challenge

Attacks

Attacks Greatbat +14 to hit ― 10 ft. ― 30 (6d6 + 9) b. Multiattack (2)

Bite +14 to hit ― 22 (4d6 + 8) p. damage. DC 21 Con save Rock +14 to hit ― 60/240 ft. ― 35 (6d6 + 9) b. damage.
or target is poisoned. See ‘Pit Fiend’ stats
Special

Claw +14 to hit ― 10 ft. ― 17 (2d8 + 8) s. damage Innate Spellcasting See ‘Storm Giant’ stats
Lightning Strike (5-6) See ‘Storm Giant’ stats
Mace +14 to hit ― 10 ft. ― 15 (2d6 + 8) b. + 21 (6d6) fire

Tail +14 to hit ― 10 ft. ― 24 (3d10 + 8) b. damage

Special o Boril and Dombd are twin brothers, though your
wouldn’t guess it from Boril’s flaming red hair and
Fear Aura, Magic Resistance, Magic Weapons, Innate Dombd’s black mane.
Spellcasting See ‘Pit Fiend’ stats

o Bone brigadiers are heavily modified skeletons, with Huge Giant
their siegeball gear literally bolted into their frames. (storm giant), CN

o Some of these bones are even legally obtained. “Dombd once eat drow.
Chewier than dwarf.”
Lrg. Fiend
(bone devil), LE

“The moment this circle breaks, I
will strip the flesh from your bones”

18 (+4) 16 (+3) 18 (+4) 13 (+1) 14 (+2) 16 (+3) 29 (+0) 14 (+2) 20 (+5) 16 (+3) 18 (+4) 18 (+4)

HP 142 AC 19 Speed 40 ft. / 40 ft. (fly) HP 230 AC 16 Speed 50 ft. / 50 (swim)

Player Statistics Player Statistics

Saving Throws Int +5, Wis +6, Saving Throws Str +14, Con +10, Wis +9, Cha +9
Cha +7
Poisoned Condition Skills Arc. +8, Ath. +14, Hist. Lightning, thunder Damage
Skills Decept. +7, Ins. +6 Immunities
+8, Percep. +9 Immunities
Damage Resistances cold; Darkvision 120 ft. Senses
nonmagical b/p/s Damage Resistances cold 13 (10,000 XP) Challenge

Attacks

Damage Immunities fire, poison 9 (5,000 XP) Challenge Greatbat +14 to hit ― 10 ft. ― 30 (6d6 + 9) b. Multiattack (2)

Attacks Rock +14 to hit ― 60/240 ft. ― 35 (6d6 + 9) b. damage.

Claw +8 to hit ― 10 ft. ― 8 (1d8 + 4) s. dmg. Multiattack (2) Special

Sting +8 to hit ― 10 ft. ― 13 (2d8 + 4) p. + 17 (5d6) poison. Innate Spellcasting See ‘Storm Giant’ stats
DC 14 Con save or target is poisoned. See ‘Bone Devil’ Lightning Strike (5-6) See ‘Storm Giant’ stats

Special

Devilsight Magical darkness doesn't impede the devil's o Dombd almost never speaks, owing to a dire wolf
darkvision.
attack when he was a child.
Magic Resistance The devil has advantage on saving o Dombd is an avid hunter and wears quarries’s furs.
throws against spells and other magical effects.

Med. Humanoid Med. Humanoid
(half-elf), NE (human), NG

"Who told you that? I’ll need to “Ha! They do not grow men so
chat with them.” tiny on Titana’s island. You’re
cute and pathetic, like rodent.”

8 (-1) 20 (+5) 14 (+2) 13 (+1) 10 (+0) 14 (+2)

HP 66 AC 16 Speed 30 ft. 22 (+6) 16 (+3) 15 (+2) 9 (-1) 13 (+1) 8 (-1)

Player Statistics HP 95 AC 14 Speed 40 ft.

Skills Acrob. +11, Decep. +5, 5 (1,800 XP) Challenge Player Statistics
Slt. of Hand +11, Stealth +11
Skills Ath +9, Surv. +4 6 (2,300 XP) Challenge
Attacks
Attacks

Siege Baton +8 to hit ― 7 (1d4 + 5) b. damage Siege Club +9 to hit ― 12 (1d12 + 6) b. damage
Multiattack 2 (as a bonus action) Multiattack 2

Special Med. Humanoid Special
(human), LN
Backstab (1/Turn) Bluey adds 17 (5d6) to the damage of Blocker Titana can take the Block action as a bonus
a melee attack. Bluey has advantage on Dexterity “Back in my day…” action.
(Stealth) checks to make this attack illegally. Massive Hit (3/Day) Bost deals maximum damage with a
Sprinter Bluey can take the Dash action or Follow action damage roll.
as a bonus action.

o No one knows why Bluey insists on going by 'Red-Eyes'. 14 (+2) 22 (+6) 17 (+3) 9 (-1) 13 (+1) 11 (+0) o Titana hails from a remote tropical island almost entirely
o Bluey insists he is in no way associated with the Knotters inhabited by women, all of them 6 feet or taller.
HP 94 AC 19 Speed 30 ft.
or any other infamous gang based out of Westport. o Titana enjoys hunting and fishing (with her bare hands)

Med. Humanoid Player Statistics Med. Humanoid
(dwarf), LE (elf), NE
Skills Acrob. +9, Ath. +5, Hist. +3 7 (2,900 XP) Challenge
“You best stand aside, little one. “All this incense is really just for
Things’ll get ugly.” Attacks show. So are the wand, the
robes, and the pointy hat.”
Siege Batons +9 to hit ― 8 (1d4 + 6) b. damage
Multiattack 3

Special

Blocker Bolan can take the Block action as a bonus
action.
Massive Hit (1/Day) Bolan deals maximum damage with a
damage roll.
Star Player (1/Day) Bolan can take two actions and move
double his movement speed on his turn.

20 (+5) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (-1)

HP 95 AC 14 Speed 35 ft. o Bolan has been playing siegeball for over 40 years, as his 14 (+2) 14 (+2) 12 (+1) 19 (+4) 13 (+1) 11 (+0)
grey hair and veteran strategies will attest.
HP 39 AC 17 Speed 60 ft.
Player Statistics

Skills Ath. +8 6 (2,300 XP) Challenge Player Statistics

Attacks Skills Arcana +7, Decept. +4 4 (1,100 XP) Challenge

Siege Club +8 to hit ― 15 (1d12 + 9) b. damage Attacks
Multiattack 2
Siege Bat +5 to hit ― 6 (1d8 + 2) b. damage

Special Special

Blocker Farn can take the Block action as a bonus action. Disguised Fire Bolt (1/Turn) Saul deals (16) 3d10 fire
Charge Farn can make a tackle attempt as a bonus damage instead of his normal weapon damage.
action. If Farn moves at least 10 feet in a straight line Haste (1/Turn) Saul can take one additional action, which
immediately before taking this bonus action, they can can used to used to attack (one weapon attack only),
add +5 to the damage roll. block, dash, disengage, follow, hide, or use an object.
Fury Farn has a +4 bonus on damage with melee weapon
attacks (included in the attack).

o The Blackbrand clan is famously in a centuries-long feud o We have it on excellent authority that Saul is not a
with the Hammermines. mage of any sort, and certainly isn’t using illegal magic.

o Saul rose in the siegeball ranks quickly due to his
uncanny speed and impressively strong hits.

Sml. Humanoid Med. Humanoid
(halfling), NG (dwarf), NG

"I might be little, but get near “So I hollowed out me siegebat
my ball and I’ll put you on and turnt’ it inta’ makeshift flask.
my level.”
Mmmm… brandy.”

10 (+0) 19 (+4) 14 (+2) 13 (+1) 8 (-1) 13 (+1) 18 (+4) 13 (+1) 16 (+3) 10 (+0) 12 (+1) 8 (-1)

HP 38 AC 16 Speed 25 ft. HP 49 AC 16 Speed 30 ft.

Player Statistics Player Statistics

Skills Acrob. +6, Stealth +8 2 (450 XP) Challenge Skills Ath +6, Surv. +3 2 (450 XP) Challenge
Senses Darkvision 60 ft.
Attacks
Attacks
Siege Baton +6 to hit ― 6 (1d4 + 4) b. damage
Multiattack 2 (+1 as a bonus action) Siege Club +6 to hit ― 10 (1d12 + 4) b. damage
Multiattack 2
Special Med. Humanoid
(human), N Special
Slippery Gunther can move through enemy spaces as if
they were difficult terrain. “The ball stops here!” Massive Hit (2/Day) Bost deals maximum damage with a
Sprinter Gunther can take the Dash action or Follow damage roll.
action as a bonus action.

o Gunther is actually tall for a halfling. 18 (+4) 15 (+2) 15 (+2) 10 (+0) 13 (+1) 9 (-1) o Bost comes from the Hammermines, a dwarven clan
o Gunther donates most of his earnings to orphanages. that has produced dozens of siegeball champions.
o Gunther's best friend is named Tiny. HP 54 AC 18 Speed 30 ft.
o The Hammermine mountain is famed for its riches, but
the inheritance is contested by a dozen heirs.

Player Statistics

Skills Ath. +6, Persu. +1 3 (700 XP) Challenge

Attacks

Siege Club +8 to hit ― 10 (1d12 + 4) b. damage
Multiattack 2

Med. Humanoid Special Med. Humanoid
(human), CN (elf), NE
Blocker Luke can take the Block action as a bonus action.
“That’s my ball, Star Player (1/Day) Luke can take two actions and move “And that’s when I learned
Gimme Gimme” double his movement speed on his turn. there’s no such thing as having
Striker Luke has a +2 bonus on attacks against siegeballs too many spikes on your gear.”
(included in the attack).

18 (+4) 14 (+2) 15 (+2) 11 (+0) 13 (+1) 9 (-1) o Luke is a world-class speed eater.
o Luke was in a band with Poogie Yargras of the Orogs.
HP 44 AC 18 Speed 30 ft. 12 (+1) 19 (+4) 13 (+1) 9 (-1) 14 (+2) 10 (+0)
He played the drums.
HP 39 AC 15 Speed 30 ft.

Player Statistics

Skills Ath. +6, Insight +3, Player Statistics
Intim. +3, Stealth +4
3 (700 XP) Challenge Skills Acrob. +6, Surv. +4 2 (450 XP) Challenge
Attacks
Attacks

Siege Bat +6 to hit ― 8 (1d8 + 4) b. damage Multiattack 2 Siege Baton +8 to hit ― 8 (1d8 + 4) b. damage
Multiattack 2
Special

Charge Maddog can make a tackle attempt as a bonus Special
action. If Maddog moves at least 10 feet in a straight line
immediately before taking this bonus action, they can Slippery Cassie can move through enemy spaces as if
add +5 to the damage roll. they were difficult terrain.
Sprinter Maddog can take the Dash action or Follow Striker Cassie has a +2 bonus on attacks against siegeballs
action as a bonus action. (included in the attack).
Switch-Up (1/Day) Cassie can switch places with another
creature within 5 feet of her.

o Maddog, an avid knitter, creates cozies for his siegebats o Cassie is a master of card tricks.
o Maddog is the newest member of the Owlbearmen o Cassie’s younger brother plays for the Archons.

Sml. Humanoid Med. Humanoid
(gnome), N (human), NG

“I’m never living that down, “I'm here to knock down your
am I?” tower, darling. Don't blink or

you'll miss it”

8 (-1) 16 (+3) 14 (+2) 12 (+1) 10 (+0) 15 (+2)

HP 17 AC 15 Speed 25 ft. 13 (+1) 18 (+4) 14 (+2) 9 (-1) 14 (+2) 14 (+2)

Player Statistics HP 22 AC 17 Speed 30 ft.

Skills Acrob. +3, Stealth +7 1 (200 XP) Challenge Player Statistics

Attacks Skills Stealth +6, Surv. +4 1 (200 XP) Challenge

Siege Baton +5 to hit ― 5 (1d4 + 3) b. damage Attacks
Multiattack 2
Siege Bat +6 to hit ― 8 (1d8 + 4) b. damage

Special Special

Blocker Poogie can take the Block action as a bonus Med. Humanoid Showman (3/Day) Damia can reroll an attack roll or ability
action. (human), N check.
Showman (3/Day) Poogie can reroll an attack roll or Sprinter Damia can take the Dash action or Follow action
ability check. “Looking for an autograph? as a bonus action.
There’s a line, you know.”

o Poogie's favorite color is purple, as evidenced by his 18 (+4) 14 (+2) 13 (+1) 9 (-1) 10 (+0) 17 (+3) o Damia is easy to recognize: she’s the only professional
purple helmet and siege batons. siegeball player to wear red lipstick every game.
HP 53 AC 15 Speed 30 ft.
o Poogie owns a breath mint franchise. Belch Beautifully! o Damia’s deal with Orc-a-Cola is exclusive and her
o Poogie was the lead singer in a gnomish band before likeness is used in advertisements everywhere.

becoming a professional siegeball player.

Player Statistics

Skills Ath. +6, Intim. +5 2 (450 XP) Challenge

Attacks

Siege Club +6 to hit ― 8 (1d8 + 4) b. damage Multiattack 2

Special

Med. Humanoid Showman (1/Turn) Dale can reroll an attack roll or ability Med. Humanoid
(human), CN check. (dragonborn), CN
Star Player (1/Day) Dale can take two actions and move
double her movement speed on her turn. “I’d break your neck if it weren’t
for the sponsor. Still might if you
“I cast Fist!”
keep it up.”
o Dale’s famous hair stands as tall as his entire head and is
17 (+3) 14 (+2) 18 (+4) 9 (-1) 10 (+0) 11 (+1) yet only a tenth the size of his ego. 17 (+3) 8 (-1) 13 (+1) 10 (+0) 12 (+1) 15 (+2)

HP 28 AC 14 Speed 30 ft. o Rumor has it that Dale is secretly a werewolf. Or a HP 20 AC 18 Speed 30 ft.
wereboar or a werecat. Or maybe a werehouse?

o It is impossible to get Dale to speak at a normal
conversational volume.

Player Statistics Player Statistics

Skills Ath. +4, Intim. +3, 1/2 (100 XP) Challenge Skills Ath. +5, Persu. +4 1 (200 XP) Challenge

Attacks Attacks

Siege Club +5 to hit ― 9 (1d12 + 3) b. damage Siege Club +7 to hit ― 14 (1d12 + 1d8 + 3) b. damage

Special Special

Massive Hit (1/Day) Mr. Wizard deals maximum damage Blocker Dorvamir can take the Block action as a bonus
with a damage roll. action.
Reckless Mr. Wizard has advantage on attack rolls, but Showman (3/Day) Dorvamir can reroll an attack roll or
attacks targeting him also have advantage. ability check.
Strong Arm Dorvamir adds 1d8 to damage rolls with his
melee weapon attacks (included in the attack).

o Mr. Wizard is very clearly a powerful wizard, and not an o Dorvamir is a dragonborn with red and black scales
extremely angry barbarian with a weighted siege club. o Dorvamir has been to prison several times for allegedly

o No one in their sound mind would suggest that. acting as a thieves’ guild enforcer
o And if someone did suggest that, they’d be

bludgeoned to death with said weighted siege club.

Med. Humanoid Med. Humanoid
(orc), CE (bugbear), CE

“Of course I hit him! He told me “It’s just ‘Bug’. Yeah, that’s my
they didn’t make siegeball clubs whole name. What’s the matter

bigger than this one.” with that?”

16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0) 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

HP 15 AC 13 Speed 30 ft. HP 27 AC 16 Speed 30 ft.

Player Statistics Player Statistics

Skills Intim. +2 1/2 (100 XP) Challenge Skills Stealth +6, Surv. +2 1 (200 XP) Challenge
Senses darkvision 60 ft. Senses darkvision 60 ft.

Attacks Attacks

Siege Club +7 to hit ― 9 (1d12 + 3) b. damage Siege Bat +4 to hit ― 11 (2d8 + 2) b. damage

Special Med. Humanoid Special
(orc chief), CE
Massive Hit (1/Day). Yhag deals maximum damage with Brute A melee weapon deals one extra die of its damage
a damage roll. “Hail to the chief, maggots. We when Bug hits with it (included in the attack).
Sprinter. Yhag can the Dash action or Follow action as a have a game to win.”
bonus action. Surprise Attack If Bug surprises a creature and hits it with
Striker. Yhag has a +2 bonus on attacks against siegeballs an attack on the first rounds of combat, it deals an extra
(included in the attack) 2d6 damage.

18 (+4) 12 (+1) 18 (+4) 11 (+0) 11 (+0) 16 (+3)

o Yhag collects siegeball memorabilia. And stamps. HP 93 AC 16 Speed 30 ft. o It is not clear if Bug has ever taken a bath. The entire
concept seems utterly foreign to him.

Player Statistics

Saving Throws Str +6, Con +6 Darkvision 60 ft. Senses
Skills Ath. +6, Intim. +5 4 (1,100 XP) Challenge

Attacks

Siege Club +6 to hit ― 15 (1d12 + 1d8 + 4) b. damage
Multiattack 2

Med. Humanoid Special Med. Humanoid
(hobgoblin), LE (orc), CE
Fury Mazoga deals an extra 4 (1d8) when it hits with a
“You know, not enough people melee weapon attack (included in the attack.) “Come see The Boulder’s new
know the difference between a Star Player (1/Day) Mazoga can take two actions and stage play, Tranmutationists 7!”
move double her movement speed on her turn.
goblin and a hobgoblin.” Warcry (1/Day) As an action, Mazoga gives her allies
advantage on attack rolls until the start of her next turn.

16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)

13 (+1) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 9 (-1) o Mazoga is an orc war chief with a fanatical following. HP 15 AC 13 Speed 30 ft.

HP 11 AC 18 Speed 30 ft. Player Statistics

Player Statistics Skills Intim. +2 1/2 (100 XP) Challenge
Senses darkvision 60 ft.
Senses darkvision 60 ft. 1/2 (100 XP) Challenge
Attacks
Attacks

Siege Club +3 to hit ― 14 (1d12 + 2d6 + 1) b. damage Siege Club +7 to hit ― 9 (1d12 + 3) b. damage

Special Special

Martial Advantage (1/Turn) Hog adds 7 (2d6) on a melee Showman (3/Day) The Boulder can reroll an attack roll or
weapon attack (included in the attack.) ability check.
Blocker Hog can take the Block action as a bonus action. Sprinter. The Boulder can the Dash action or Follow action
as a bonus action.
Striker. The Boulder has a +2 bonus on attacks against
siegeballs (included in the attack)

o Hog is very clearly a hobgoblin, but wears a human or o The Boulder has had a very successful career starring in
stage plays during the off-season.
an orc disguise anyway.
o Hog doesn't understand sarcasm. Or idioms. o Though the Boulder looks muscular, it’s mostly for show.
o Hog was one of the original members of the Pinkskins,

and actually drew the logo by hand using crayons.

Appendix: Game Twists

Arena owners love dramatic, dangerous games that draw in 6 Though neither team is made aware of the
changes beforehand, the arena is dotted with
large crowds and immense profits. Seedier arenas hardly solid barriers rendered completely invisible
through illusion magic. Players will likely first
ever play conventional siegeball, provided that they can become aware of this when someone runs
headlong into an invisible wall. The crowd finds
keep coming up more popular and perilous variants. this hilarious.

Players, for their part, mostly tolerate these special big- 7 To begin the game, two balls (one red, one blue)
are placed at the center of the arena. Teams are
headline games, since they also typically pay more for allowed to select one additional player prior to the
start of the game. However, both balls are
participation. You can pick from or roll on the following enchanted to periodically release a burst of
magical force. At the start of each round, one ball
table (adding in a suitably exciting name like "Multiball bursts, and each creature within 5 feet of it must
make a DC 16 Dexterity saving throw or take 3d6
Madness" or "Tortoise Tower Terror!") to further spice up force damage, or half as much on a successful
save. The balls alternate burst cycles.
your siegeball campaign:
8 The arena's owner has enlisted the help of a
d20 Game Twists necromancer to include a war chariot, manned by
1 Some violent madman has adorned the walls and a skeleton charioteer. This chariot takes its own
turn in initiative to make wide, sweeping passes at
towers of this arena with sawblades and short the ball, knocking the it indiscriminately around
spikes. The ball is too heavy to be affected by the field (aiming for no objective in particular),
them, but if a player contacts the walls or towers, and running over any player near it.
they take 1d6 piercing damage and 1d6 slashing
damage. 9 To celebrate the holiday season, a field of
2 Chained to a sturdy post in the center of the arena magically-conjured snow blankets the field. The
is a full-sized ogre. The ogre can move up to 5 feet ball collects this snow as it moves, growing into
from the post and is completely uninterested in an ever-increasing snowball: keep track of the
the ball; its only concern is squashing players. number of momentum points the ball loses by
Both teams are given explicit orders not to kill the moving; the next time it hits an obstacle, player,
beast; it's more expensive to catch ogres than it is or tower, it deals that amount of additional
to replace siegeball players. damage upon collision.
3 Magical sigils of acceleration adorn carefully-
selected locations in this arena. Whenever the ball 10 A trio of imps, named the Little Horns, invisibly
moves across one of these sigils, it gains 2 lurk around the field, interfering with the game to
momentum points. In other places, sigils of
leaping have been placed. Whenever a creature magehandpress.com
moves over one of these sigils, they can leap up to
20 feet into the air, landing harmlessly.
4 Four random locations on the field contain
difficult to spot magical traps. When a creature
steps into a space containing a magic trap, they
take 2d6 force damage as they are blasted into the
air, landing prone.
5 For this game, the arena has been converted into
a lethal mix of a siegeball game and a firework
show for the audience. A vast number of
randomly-positioned mortars (or one specially
enchanted one) has been arranged in the center
of the field to rain large fireworks onto the field at
random. At the beginning of each round, 1d10
mortars launch fireworks into the air above
positions randomly determined by the GM. At the
beginning of the next round, these mortars fall
and new ones launch. Roll 1d4 for each firework in
the air; on a 4, the firework detonates harmlessly
in the air. Every other firework lands in its
predetermined space on the ground, exploding
with a brilliant display of color in 15-foot radius.
Each creature within the radius of an explosion
must make a DC 14 Dexterity saving throw or take
4d6 fire damage. Your team has been given fire-
retardant gear and earplugs to mitigate the
damage and soften the deafening explosions.

33

their own agenda. The Advocates win the game if Additionally, 5 rust monsters are released into the
neither tower has fallen at the end of a fixed released into the arena to chase after and
duration. The imps have no qualms harming consume the ball. If the ball is corroded 5 times by
players for audience entertainment. the rust monsters' antennae, it collapses into rust
and the game ends in a loss for both teams.
11 Audience members been given magical ballots Players are ordered not to slay the monsters.
which empower or disable players in the game.
They constantly change their votes, causing the 17 A line of animated statues brandishing massive
magical effects to swing from player to player. At tower shields stand shoulder-to-shoulder and line
the beginning of each round, the votes are tallied, the outermost wall of the arena. At the beginning
and the player with the most votes is paralyzed of each round, the statues step 5 feet forward,
until the beginning of its next turn and the player gradually squeezing the arena into a narrow
with the fewest is accelerated, as per the spell hallway.
haste. The GM can decide how the votes are cast
based upon showmanship and crowd favoritism, 18 Each team is permitted a single archer that must
or can roll for it randomly. perch atop their tower. This archer is not
permitted to fire at the opposing team's tower,
12 The ball has been replaced by a spiked, flaming but may fire at players and even the ball.
ball. This is a spiked ball that deals an additional Whenever a tower is hit, the archer must make a
1d8 fire damage to any creature hit by it. Dexterity save (DC equals 8 + the damage taken
by the tower) or be knocked off the tower. The
13 Both teams' towers are partially supported by a archer must spend their next action climbing back
magical sand that drains away like an hourglass up the tower or to retire.
as the game progresses. At the beginning of each
round, both towers take 2 damage each. Towers 19 Each team's tower is built atop the backs of an
stop taking this damage when they have 10 or extremely large tortoise, which moves 5 feet in a
fewer hit points remaining. random direction at the beginning of each round.
A player can use its action to coax a giant tortoise
14 By some ludicrous magic, an animated stone to move in a particular direction, but if a tortoise
statue of an armadillo has been created to act as takes any damage, it retreats into its shell and
the game's ball. Though it spends most of its time remains motionless for 2 turns.
rolled into a ball to protect itself from both teams'
relentless attacks, it rolls its own initiative (with a 20 This annual game, called the Superb-Owl, has
+0 bonus) and takes its own turn. On its turn, it some of the greatest pomp and circumstance
moves 20 feet away from all the players. If it is hit (and some of the most elaborate halftime shows)
while running, it rolls back into a ball. of any siegeball game. The game itself involves 4
trained owlbears which join each team in the
15 A powerful illusionist, who delights in nothing game. Traditionally, one team wears owl masks,
more than putting on a spectacular show, and the other wears bear masks. The owlbears will
controls dozens of illusions in the arena not attack one another, but will maul players on
throughout the course of the game. This includes the enemy team.
illusory obstacles and illusory players, though to
further complicate matters, some new (real)
obstacles have been placed in the arena and, once
per turn, the illusionist can cause an illusory
player to become semi-real to attack the ball as a
normal player.

16 The ball has been replaced with a large, hollow
iron sphere of approximately the same weight.

34

magehandpress.com

Producers Evan Volkert The Mage Robert Field
Ken Beimler Armory Dreydon Barber
Ashran Justin Forkner Drew Hayes
Firebrand Rasmi The Palm of Pandric
Antonio Garcia Vecna Daniel
Tyren Chessor Stephen Grote
Star-Lord Tom Clark Sasquatch Lamoureux
wanderer Aidan Sandlant Matthew Atkins
Wright Mark Thompson James Belin LeoSaysNO
Jesse Ott Derek Miranda LeBallisticPoet Joshua Cates
Ryan Russell George Tolley bolthawk Garrett Lloyd
S L Hall Joel Grote M. Maxwell Joe Shine
Jack Missler RUNEHAMME Eddie Freeman
Joseph Blanc Matuszak Spencer Houston
John Hoffman R Brandon Martin Guðmundur
Fabhar Julien Therrien tyrell hayward
Grand Moff Xela Patrick Wheaton Kura Tenshi Guðmundsson
Ryan Patrick Rooney Alexander Kurt C Yost
TrondKF Zackary D
Heckathorn SixAughtFive Garcia
Dannika Aikens Zachary Ariel Drissman Szechenyi
TheNthMaou brandon johnson Wes Decker
Goobs Calderone Data Frag Shadistro
Evan Johnson Justin Jönsson JA Patrick van der
DoubtfulDouglas Mike Litkewitsch Wyrm_f00d
Darion Nutter Charles Koeppel Linde
Daniel Smith Flynn Patrick Patrick Jackson
Izaac Ward
Skye C Rider Harne

Art Credits

Cover, Pgs. 1, 5, 9, 10, 13, 22 by Lucas Ferreira
Maps by Michael Holik
All other art is public domain, CC0.

License

This material is being released under the Open Gaming License.
OPEN GAME LICENSE Version 1.0a
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of
this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have
written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game
Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to
make it enforceable. 15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document 5.0 Copyright 2016, Wizards of the Coast, Inc.;
Siegeball Sourcebook Copyright 2018, Mage Hand Press; authors Michael Holik
END OF LICENSE


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